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No files matched your search
@@ -0,0 +1,6 @@
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{
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"version": "1.0",
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||||
"components": [
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"Microsoft.VisualStudio.Workload.ManagedGame"
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||||
]
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}
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@@ -15,7 +15,7 @@ MonoBehaviour:
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m_DefaultGroup: d447fc60305c17a17bf20948ab295a45
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m_currentHash:
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+58
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m_GroupName: Default Local Group
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- m_GUID: 16562a5c87213914cad415f10c65a3b0
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m_Address: "Assets/Resources_moved/Audio/Music/LASKX3I - \u041F\u0440\u043E\u0442\u0438\u0432
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\u0446\u0430\u0440\u044F (\u041A\u0430\u0440\u0430\u043E\u043A\u0435).mp3"
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- m_GUID: 170b1a70ddee4d948abea041b9b805e4
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m_Address: Assets/Resources_moved/Audio/Music/Half Life Original Soundtrack -
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Track 8 - Diabolical Adrenaline Guitar.mp3
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m_ReadOnly: 0
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: 1d4767c722c05b5d6b96bb226d378c65
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m_Address: Assets/Resources_moved/Prefabs/Player/ArmsMesh.prefab
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m_ReadOnly: 0
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@@ -45,13 +47,13 @@ MonoBehaviour:
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: 2301400160a23924eb27c4bdbe797739
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m_Address: 'Audio/Music/Nightmargin (Oneshot OST) - The Prophecy '
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m_Address: Gameplay
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m_SerializedLabels: []
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- m_GUID: 23e11d2c8a4f12f4ea9a7a43d1118464
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m_Address: Gameplay
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- m_GUID: 28a6c7a4124141341ab7c2b7dfd3e95b
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m_Address: Assets/Resources_moved/Prefabs/Levels/Level1 2.prefab
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m_ReadOnly: 0
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m_SerializedLabels: []
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@@ -65,6 +67,11 @@ MonoBehaviour:
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: 2ed2d93a9f39d4edba511cb7396c7bb6
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m_Address: Assets/Resources_moved/Prefabs/Enemies/Cockroach.prefab
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: 2f6134357dc2a5641a846a7478ce4c2c
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m_Address: bravo!
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@@ -80,6 +87,16 @@ MonoBehaviour:
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: 3d195945b1fbf114a88457cba466bc2b
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m_Address: Assets/Resources_moved/Rooms/Room2.prefab
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: 4472dd84628855c4085cacaec19efa29
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m_Address: Assets/Resources_moved/Rooms/Room1.prefab
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: 48aebfe8826dc0df79d047b5afbf8f5b
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m_Address: Canvas
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m_ReadOnly: 0
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@@ -90,6 +107,11 @@ MonoBehaviour:
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: 4f660559d76c3ed42a7c34a0b16487f7
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m_Address: Assets/Resources_moved/Rooms/Room3.prefab
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m_ReadOnly: 0
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m_Address: Audio/Dispatcher/receiving_an_order1
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FlaggedDuringContentUpdateRestriction: 0
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m_Address: Assets/Resources_moved/Audio/Music/Bauhaus - Bela Lugosi's Dead (No
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Vocals Remix).mp3
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m_ReadOnly: 0
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m_Address: bastard!
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m_Address: absolutelynot
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m_Address: GameOver
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- m_GUID: b2e8dc2aeb0311cd8a826b51cf8e94dc
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m_Address: GameOver
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- m_GUID: b33855c694de89386a25c56cbe463a0e
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m_Address: Assets/Resources_moved/Prefabs/Enemies/DrunkenGrandpa.prefab
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- m_GUID: b3471d165fe389f479380f61034bea57
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m_Address: Assets/Resources_moved/Prefabs/Levels/Level1 1.prefab
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@@ -160,6 +193,11 @@ MonoBehaviour:
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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m_ReadOnly: 0
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m_Address: Half-Life01
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m_ReadOnly: 0
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@@ -170,8 +208,8 @@ MonoBehaviour:
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: f4b6fa54ecac6cc418f98824491aa17a
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m_Address: Audio/Music/SANABI - JUSTICE Is Watching You
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- m_GUID: f3d7dc64b34919ad7b50a3dd307a935b
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m_Address: Assets/Resources_moved/Prefabs/Enemies/Fog.prefab
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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@@ -1,41 +1,76 @@
|
||||
using Code.App.StateMachine;
|
||||
using Code.Scenes;
|
||||
using Code.Gameplay.Player;
|
||||
using Code.Input;
|
||||
using Code.StateMachine;
|
||||
using Code.UI;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using Reflex.Core;
|
||||
using Reflex.Extensions;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
namespace Code.App.AppStates
|
||||
{
|
||||
public class GameOverState : BaseState<AppStateMachineContext>
|
||||
{
|
||||
public GameOverState(AppStateMachineContext context) : base(context)
|
||||
{ }
|
||||
{
|
||||
}
|
||||
private IPlayerScore _playerScore;
|
||||
|
||||
private float damnTimer = 3f; // TODO Удалить при первой возможности
|
||||
private GameOverPanel _gameOverPanel;
|
||||
|
||||
public override void EnterState()
|
||||
{
|
||||
Context.UIService.SwitchPanelTo(UIPanel.GameOver);
|
||||
Container sceneContainer = SceneManager.GetActiveScene().GetSceneContainer();
|
||||
_playerScore = sceneContainer.Resolve<IPlayerScore>();
|
||||
_scoreCounter = 0;
|
||||
|
||||
Context.InputService.EnableMap(ActionMappings.UI);
|
||||
Context.InputService.DebugBindAction((int)ActionMappings.UI,(int)UIActions.Continue, TryToExit);
|
||||
|
||||
GameOver();
|
||||
|
||||
base.EnterState();
|
||||
}
|
||||
|
||||
private void TryToExit(InputAction.CallbackContext context)
|
||||
{
|
||||
ToMainMenu();
|
||||
}
|
||||
|
||||
private async UniTaskVoid GameOver()
|
||||
{
|
||||
await Context.UIService.AsyncSwitchPanelTo(UIPanel.GameOver);
|
||||
|
||||
_gameOverPanel = (GameOverPanel)Context.UIService.CurrentPanel;
|
||||
|
||||
}
|
||||
|
||||
private void ToMainMenu()
|
||||
{
|
||||
Context.StateMachine.SwitchState(AppState.MainMenu)
|
||||
.AllowStateTransition(AppState.Gameplay);
|
||||
}
|
||||
|
||||
private float _scoreCounter;
|
||||
public override void Tick()
|
||||
{
|
||||
damnTimer -= Time.deltaTime;
|
||||
if (damnTimer <= float.Epsilon) ToMainMenu();
|
||||
if (!_gameOverPanel) return;
|
||||
|
||||
_scoreCounter += Time.deltaTime * 100;
|
||||
// UnityEngine.Debug.Log($"Score: {_scoreCounter}");
|
||||
if((int)_scoreCounter >= _playerScore.Score)
|
||||
{
|
||||
_gameOverPanel.UpdateScoreText(_playerScore.Score);
|
||||
}
|
||||
else _gameOverPanel.UpdateScoreText((int)_scoreCounter);
|
||||
}
|
||||
public override void ExitState()
|
||||
{
|
||||
damnTimer = 5f;
|
||||
Context.InputService.DisableMap(ActionMappings.UI);
|
||||
Context.InputService.DebugUnbindAction((int)ActionMappings.UI,(int)UIActions.Continue, TryToExit);
|
||||
|
||||
Context.UIService.LoadingScreen.Show();
|
||||
base.ExitState();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,12 +1,10 @@
|
||||
using System.Globalization;
|
||||
using System.Reflection.Emit;
|
||||
using Code.App.Loading;
|
||||
using Code.App.StateMachine;
|
||||
using Code.Audio;
|
||||
using Code.Gameplay.Camera;
|
||||
using Code.Gameplay.Camera.CameraStates;
|
||||
using Code.Gameplay.Character.Core;
|
||||
using Code.Gameplay.Orders.Order;
|
||||
using Code.Gameplay.Orders.Order;
|
||||
using Code.Gameplay.Player;
|
||||
using Code.Input;
|
||||
using Code.Scenes;
|
||||
@@ -17,7 +15,6 @@ using Code.UI.Panels;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using Reflex.Core;
|
||||
using Reflex.Extensions;
|
||||
using Reflex.Injectors;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
using UnityEngine.SceneManagement;
|
||||
@@ -26,15 +23,12 @@ namespace Code.App.AppStates
|
||||
{
|
||||
public class GameplayState : BaseState<AppStateMachineContext>
|
||||
{
|
||||
|
||||
private PlayerHealth _playerHealth;
|
||||
private PlayerMoney _playerMoney;
|
||||
private IPlayerScore _playerScore;
|
||||
|
||||
private IScoreService _scoreService;
|
||||
private IOrderService _orderService;
|
||||
|
||||
private CharacterProvider _playerCharacter;
|
||||
|
||||
public GameplayState(AppStateMachineContext context) : base(context)
|
||||
{
|
||||
}
|
||||
@@ -43,68 +37,104 @@ namespace Code.App.AppStates
|
||||
{
|
||||
Context.UIService.LoadingScreen.Show();
|
||||
|
||||
_playerMoney = Context.PlayerFactory.CreatePlayerMoney();
|
||||
_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
|
||||
Context.LoadingManager
|
||||
.RegisterLoading(LoadingWork.LoadScene)
|
||||
.RegisterLoading(LoadingWork.LoadUI)
|
||||
.RegisterLoading(LoadingWork.LoadModelResource)
|
||||
.RegisterLoading(LoadingWork.LoadAudio);
|
||||
|
||||
_playerHealth.OnDeath += EndGame;
|
||||
//_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
|
||||
|
||||
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
|
||||
//_playerHealth.OnDamage += PlayerDamageTaken;
|
||||
//_playerHealth.OnDeath += EndGame;
|
||||
|
||||
Context.AudioService.TransitToSnapshot(AudioSnapshotState.None);
|
||||
|
||||
Context.InputService.EnableMap(ActionMappings.Gameplay);
|
||||
|
||||
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, GiveOrderDEBUG);
|
||||
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug2, RecieveOrderDEBUG);
|
||||
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug3, DeliverOrderDEBUG);
|
||||
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
|
||||
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
|
||||
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
|
||||
// Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug6, PlayDebugDispatcher);
|
||||
|
||||
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.DevGen);
|
||||
Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded;
|
||||
|
||||
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||
WaitForSceneToLoad();
|
||||
WaitForLoad();
|
||||
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||
}
|
||||
private async UniTask WaitForPlayerCharacterLoad() => _playerCharacter = await Context.PlayerFactory.CreatePlayer();
|
||||
|
||||
private async UniTaskVoid WaitForSceneToLoad()
|
||||
private async UniTaskVoid WaitForLoad()
|
||||
{
|
||||
await Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.Gameplay);
|
||||
|
||||
await UniTask.WhenAll(
|
||||
Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay),
|
||||
// TODO
|
||||
Context.AudioFactory.WarmGameplayMusic(),
|
||||
Context.AudioFactory.WarmSFX(),
|
||||
Context.AudioFactory.WarmDispatcher(),
|
||||
// TODO
|
||||
Context.AudioFactory.WarmDispatcher()
|
||||
);
|
||||
|
||||
Context.LoadingManager
|
||||
.UnregisterLoading(LoadingWork.LoadUI)
|
||||
.UnregisterLoading(LoadingWork.LoadAudio);
|
||||
|
||||
InputServiceInitialize();
|
||||
|
||||
MusicInitialize();
|
||||
}
|
||||
|
||||
private async void AfterSceneLoaded()
|
||||
{
|
||||
Context.LoadingManager
|
||||
.RegisterLoading(LoadingWork.LoadModelResource);
|
||||
|
||||
Context.LoadingManager.OnLoadingEnded -= AfterSceneLoaded;
|
||||
Context.LoadingManager.OnLoadingEnded += AfterPlayerLoaded;
|
||||
|
||||
await UniTask.WhenAll(
|
||||
WaitForPlayerArmsToInitialize(),
|
||||
WaitForPlayerCharacterLoad()
|
||||
);
|
||||
MusicInitialize();
|
||||
|
||||
_playerHealth = Context.PlayerProvider.Health;
|
||||
_playerHealth.OnDamage += PlayerDamageTaken;
|
||||
_playerHealth.OnDeath += EndGame;
|
||||
|
||||
Context.LoadingManager
|
||||
.UnregisterLoading(LoadingWork.LoadModelResource);
|
||||
}
|
||||
|
||||
private void AfterPlayerLoaded()
|
||||
{
|
||||
Container sceneContainer = SceneManager.GetActiveScene().GetSceneContainer();
|
||||
|
||||
_playerScore = sceneContainer.Resolve<IPlayerScore>();
|
||||
|
||||
GameplaySceneEnvironment sceneEnvironment = SceneEnvironmentVariables(sceneContainer);
|
||||
|
||||
PlayerInitialize(sceneEnvironment);
|
||||
|
||||
UIInitialize();
|
||||
|
||||
CameraInitialize();
|
||||
|
||||
InputServiceInitialize();
|
||||
|
||||
GameplayServicesInitialize(sceneContainer);
|
||||
|
||||
_tickEnabled = true;
|
||||
UIInitialize();
|
||||
|
||||
Context.UIService.LoadingScreen.Hide();
|
||||
Context.LoadingManager.OnLoadingEnded -= AfterPlayerLoaded;
|
||||
|
||||
_tickEnabled = true;
|
||||
}
|
||||
|
||||
private async UniTask WaitForPlayerArmsToInitialize() => _armsMesh = await Context.PlayerFactory.CreateArms(Context.CameraStateMachine.Camera.transform);
|
||||
|
||||
private void OrderGiven(float time)
|
||||
{
|
||||
|
||||
_gameplayPanel.ShowTimer();
|
||||
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Action);
|
||||
}
|
||||
private void OrderFailure()
|
||||
{
|
||||
_playerHealth.InstaKill();
|
||||
}
|
||||
private void OrderRecieved(float time)
|
||||
{
|
||||
@@ -112,22 +142,22 @@ namespace Code.App.AppStates
|
||||
}
|
||||
private void OrderDelivered(int score, float time)
|
||||
{
|
||||
_gameplayPanel.HideTimer();
|
||||
|
||||
if(time < 0f) Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.Late1,(int)DispatcherSounds.Late2));
|
||||
_playerMoney.GiveMoney(score);
|
||||
}
|
||||
// DEBUG
|
||||
private void GiveOrderDEBUG(InputAction.CallbackContext context)
|
||||
{
|
||||
_orderService.OrderGive();
|
||||
_playerScore.UpdateScore(score);
|
||||
|
||||
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
|
||||
}
|
||||
|
||||
private void RecieveOrderDEBUG(InputAction.CallbackContext context)
|
||||
private void PlayerDamageTaken(int damage, PlayerHealth health)
|
||||
{
|
||||
_orderService.OrderRecieved();
|
||||
Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.TakeDamage1,(int)DispatcherSounds.TakeDamage4));
|
||||
}
|
||||
private void DeliverOrderDEBUG(InputAction.CallbackContext context)
|
||||
// DEBUG
|
||||
private void InstaKillDEBUG(InputAction.CallbackContext context)
|
||||
{
|
||||
_orderService.OrderDelivered();
|
||||
_playerHealth.InstaKill();
|
||||
}
|
||||
private void RoomPassedDEBUG(InputAction.CallbackContext context)
|
||||
{
|
||||
@@ -145,8 +175,7 @@ namespace Code.App.AppStates
|
||||
{
|
||||
if (!_tickEnabled) return;
|
||||
|
||||
// TODO ГРЯЗь
|
||||
_gameplayPanel.Timer.text = ((int)_orderService.DecreaseTimer(Time.deltaTime)).ToString(CultureInfo.CurrentCulture);
|
||||
_orderService.DecreaseTimer(Time.deltaTime);
|
||||
}
|
||||
|
||||
private void EndGame()
|
||||
@@ -158,7 +187,7 @@ namespace Code.App.AppStates
|
||||
public override void ExitState()
|
||||
{
|
||||
_playerHealth = null;
|
||||
_playerMoney = null;
|
||||
_playerScore = null;
|
||||
|
||||
_tickEnabled = false;
|
||||
|
||||
@@ -166,18 +195,19 @@ namespace Code.App.AppStates
|
||||
_playerCharacter = null;
|
||||
Context.PlayerFactory.ReleaseArms(_armsMesh);
|
||||
_armsMesh = null;
|
||||
_orderService = null;
|
||||
|
||||
Context.AudioService.OnDispatcherStarted -= _gameplayPanel.SummonDispatcher;
|
||||
Context.AudioService.OnDispatcherEnded -= _gameplayPanel.CloseDispatcher;
|
||||
|
||||
Context.InputService.DisableMap(ActionMappings.Gameplay);
|
||||
Context.AudioService.GladlyAskToStopMusic(MusicType.Action, callback: Context.AudioFactory.ReleaseActionMusic);
|
||||
Context.AudioService.GladlyAskToStopMusic(MusicType.Peaceful, callback: Context.AudioFactory.ReleasePeacefulMusic);
|
||||
|
||||
|
||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, GiveOrderDEBUG);
|
||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug2, RecieveOrderDEBUG);
|
||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug3, DeliverOrderDEBUG);
|
||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
|
||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
|
||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
|
||||
// Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug6, PlayDebugDispatcher);
|
||||
|
||||
base.ExitState();
|
||||
}
|
||||
@@ -198,12 +228,15 @@ namespace Code.App.AppStates
|
||||
private void UIInitialize()
|
||||
{
|
||||
_gameplayPanel = (GameplayPanel)Context.UIService.CurrentPanel;
|
||||
_gameplayPanel.Initialize(_playerMoney, _playerHealth);
|
||||
_gameplayPanel.Initialize(_playerScore, _playerHealth, _orderService);
|
||||
Context.AudioService.OnDispatcherStarted += _gameplayPanel.SummonDispatcher;
|
||||
Context.AudioService.OnDispatcherEnded += _gameplayPanel.CloseDispatcher;
|
||||
}
|
||||
private void MusicInitialize()
|
||||
{
|
||||
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Peaceful);
|
||||
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Action);
|
||||
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
|
||||
}
|
||||
private void PlayerInitialize(GameplaySceneEnvironment sceneEnvironment)
|
||||
{
|
||||
@@ -212,18 +245,18 @@ namespace Code.App.AppStates
|
||||
}
|
||||
private void GameplayServicesInitialize(Container sceneContainer)
|
||||
{
|
||||
_scoreService = sceneContainer.Resolve<IScoreService>();
|
||||
_orderService = sceneContainer.Resolve<IOrderService>();
|
||||
|
||||
_orderService.OnOrderGiven += OrderGiven;
|
||||
_orderService.OnOrderRecieved += OrderRecieved;
|
||||
_orderService.OnOrderDelivered += OrderDelivered;
|
||||
_orderService.OnOrderFailure += OrderFailure;
|
||||
}
|
||||
private GameplaySceneEnvironment SceneEnvironmentVariables(Container sceneContainer)
|
||||
{
|
||||
var sceneEnvironment = (GameplaySceneEnvironment)sceneContainer.Resolve<CurrentSceneEnvironment>();
|
||||
|
||||
_debugTube = sceneEnvironment.debugTube;
|
||||
|
||||
return sceneEnvironment;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
using Code.App.Loading;
|
||||
using Code.App.StateMachine;
|
||||
using Code.Audio;
|
||||
using Code.Gameplay.Camera;
|
||||
@@ -24,44 +25,81 @@ namespace Code.App.AppStates
|
||||
|
||||
public override void EnterState()
|
||||
{
|
||||
Context.UIService.LoadingScreen.Show();
|
||||
Context.LoadingManager
|
||||
.RegisterLoading(LoadingWork.LoadScene)
|
||||
.RegisterLoading(LoadingWork.LoadUI)
|
||||
.RegisterLoading(LoadingWork.LoadAudio);
|
||||
|
||||
Context.CameraStateMachine.SwitchState(CameraMode.UltraStatic);
|
||||
// Context.UIService.LoadingScreen.Show();
|
||||
|
||||
Context.CameraStateMachine.SwitchState(CameraMode.MainMenu);
|
||||
|
||||
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.MainMenu);
|
||||
Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded;
|
||||
|
||||
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||
WaitForSceneToLoad();
|
||||
WaitForLoad();
|
||||
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||
}
|
||||
|
||||
private CinematicDoorOpening _damnDoor = new();
|
||||
private async UniTaskVoid WaitForSceneToLoad()
|
||||
private async UniTaskVoid WaitForLoad()
|
||||
{
|
||||
await UniTask.WhenAll(
|
||||
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.MainMenu),
|
||||
Context.UIService.AsyncSwitchPanelTo(UIPanel.MainMenu),
|
||||
Context.AudioFactory.WarmMenuMusic()
|
||||
);
|
||||
Context.AudioFactory.WarmMenuMusic(),
|
||||
Context.AudioFactory.WarmAudioTestClips()
|
||||
);
|
||||
Context.LoadingManager
|
||||
.UnregisterLoading(LoadingWork.LoadUI)
|
||||
.UnregisterLoading(LoadingWork.LoadAudio);
|
||||
|
||||
InitializeAudio();
|
||||
|
||||
InitializeInput();
|
||||
}
|
||||
|
||||
private void AfterSceneLoaded()
|
||||
{
|
||||
var mainMenuEnvironment = (MainMenuEnvironment)SceneManager.GetActiveScene()
|
||||
.GetSceneContainer().Resolve<CurrentSceneEnvironment>();
|
||||
|
||||
InitializeUI(mainMenuEnvironment);
|
||||
|
||||
InitializeCamera(mainMenuEnvironment);
|
||||
|
||||
Context.LoadingManager.OnLoadingEnded -= AfterSceneLoaded;
|
||||
}
|
||||
|
||||
private void InitializeCamera(MainMenuEnvironment mainMenuEnvironment)
|
||||
{
|
||||
((Gameplay.Camera.CameraStates.MainMenuState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(mainMenuEnvironment
|
||||
.cameraPosition);
|
||||
}
|
||||
|
||||
private void InitializeInput()
|
||||
{
|
||||
Context.InputService.EnableMap(ActionMappings.MainMenu);
|
||||
}
|
||||
|
||||
private void InitializeAudio()
|
||||
{
|
||||
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Menu);
|
||||
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Menu);
|
||||
}
|
||||
|
||||
var hui = ((MainMenuEnvironment)SceneManager.GetActiveScene()
|
||||
.GetSceneContainer().Resolve<CurrentSceneEnvironment>());
|
||||
_damnDoor.DamnDoor = hui.damnDoor;
|
||||
_damnDoor.DamnDoor.SetPhysics(false);
|
||||
_damnDoor.DoorLight = hui.doorLight;
|
||||
|
||||
private void InitializeUI(MainMenuEnvironment mainMenuEnvironment)
|
||||
{
|
||||
var menuPanel = (MainMenuPanel)Context.UIService.CurrentPanel;
|
||||
menuPanel.Initialize(mainMenuEnvironment.uiVariables,
|
||||
mainMenuEnvironment.startButton,
|
||||
mainMenuEnvironment.settingButton,
|
||||
mainMenuEnvironment.exitButton);
|
||||
|
||||
menuPanel.startButton.button.onClick.AddListener(StartGame);
|
||||
menuPanel.exitButton.button.onClick.AddListener(ExitGame);
|
||||
menuPanel.CinematicDoorOpening = _damnDoor;
|
||||
|
||||
((UltraStaticState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(hui.cameraPosition);
|
||||
|
||||
Context.UIService.LoadingScreen.Hide();
|
||||
|
||||
Context.InputService.EnableMap(ActionMappings.MainMenu);
|
||||
mainMenuEnvironment.menuButtonsCanvas.worldCamera = Context.CameraStateMachine.Camera;
|
||||
mainMenuEnvironment.settingsCanvas.worldCamera = Context.CameraStateMachine.Camera;
|
||||
}
|
||||
|
||||
public override void Tick()
|
||||
@@ -84,6 +122,7 @@ namespace Code.App.AppStates
|
||||
Context.InputService.DisableMap(ActionMappings.MainMenu);
|
||||
Context.AudioService.GladlyAskToStopMusic(MusicType.Menu, callback: Context.AudioFactory.ReleaseMenuMusic);
|
||||
|
||||
Context.AudioFactory.ReleaseAudioTestClips();
|
||||
base.ExitState();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,10 +1,14 @@
|
||||
using System.Collections.Generic;
|
||||
using Code.App.Loading;
|
||||
using Code.App.StateMachine;
|
||||
using Code.Audio;
|
||||
using Code.Configs;
|
||||
using Code.Constants;
|
||||
using Code.Gameplay.Camera;
|
||||
using Code.Gameplay.Enemies;
|
||||
using Code.Gameplay.Orders.Order;
|
||||
using Code.Gameplay.Player;
|
||||
using Code.Generator;
|
||||
using Code.Input;
|
||||
using Code.Scenes;
|
||||
using Code.StaticData;
|
||||
@@ -26,10 +30,16 @@ namespace Code.App
|
||||
|
||||
InstallInfrastructureUnit(containerBuilder, staticDataService);
|
||||
|
||||
containerBuilder.AddSingleton(typeof(InputService), typeof(IInputService));
|
||||
containerBuilder.AddSingleton(typeof(PlayerFactory), typeof(IPlayerFactory));
|
||||
containerBuilder.AddSingleton(typeof(LoadingManager), typeof(ILoadingManager));
|
||||
|
||||
containerBuilder.AddSingleton(typeof(InputService), typeof(IInputService));
|
||||
// Перенести нахуй в контейнер геймплея
|
||||
containerBuilder.AddSingleton(typeof(PlayerFactory), typeof(IPlayerFactory));
|
||||
containerBuilder.AddSingleton(typeof(EnemyFactory), typeof(IEnemyFactory));
|
||||
containerBuilder.AddSingleton(typeof(PlayerProvider), typeof(IPlayerProvider));
|
||||
//
|
||||
InitializeCamera(containerBuilder, staticDataService);
|
||||
|
||||
containerBuilder.AddSingleton(typeof(UIFactory), typeof(IUIFactory));
|
||||
containerBuilder.AddSingleton(typeof(UIService), typeof(IUIService));
|
||||
|
||||
@@ -72,20 +82,29 @@ namespace Code.App
|
||||
containerBuilder.AddSingleton(staticDataService.InputConfig, typeof(InputConfig));
|
||||
|
||||
containerBuilder.AddSingleton(staticDataService.CameraConfig, typeof(CameraConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.CameraSettingsConfigs, typeof(Dictionary<CameraMode,CameraSettingsConfig>));
|
||||
|
||||
containerBuilder.AddSingleton(staticDataService.PlayerConfig, typeof(PlayerConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.CharacterConfig, typeof(CharacterConfig));
|
||||
|
||||
containerBuilder.AddSingleton(staticDataService.UIConfig, typeof(UIConfig));
|
||||
|
||||
containerBuilder.AddSingleton(staticDataService.DrunkenGrandpaConfig, typeof(DrunkenGrandpaConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.CockroachConfig, typeof(CockroachConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.FogConfig, typeof(FogConfig));
|
||||
|
||||
containerBuilder.AddSingleton(staticDataService.AudioMixerConfig, typeof(AudioMixerConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.SoundtrackListConfig, typeof(SoundtrackListConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.AudioTestClipsConfig, typeof(AudioTestClipsConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.SFXListConfig, typeof(SFXListConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.DispatcherSoundListConfig, typeof(DispatcherSoundListConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.EnemiesSoundListConfig, typeof(EnemiesSoundListConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.AudioSourceSettingsConfigs, typeof(Dictionary<AudioSourceType, AudioSourceSettingsConfig>));
|
||||
|
||||
containerBuilder.AddSingleton(staticDataService.OrderServiceConfig, typeof(OrderServiceConfig));
|
||||
containerBuilder.AddSingleton(staticDataService.OrderBoxConfig, typeof(OrderBoxConfig));
|
||||
|
||||
containerBuilder.AddSingleton(staticDataService.GeneratorConfig, typeof(GeneratorConfig));
|
||||
}
|
||||
|
||||
private AppStateMachine _appStateMachine;
|
||||
@@ -106,14 +125,22 @@ namespace Code.App
|
||||
}
|
||||
private async UniTaskVoid BootstrapFinish(Container container)
|
||||
{
|
||||
var loadingScreen = GameObject.FindWithTag(Tags.LoadingScreen);
|
||||
DontDestroyOnLoad(loadingScreen);
|
||||
var loadingScreen = GameObject.FindWithTag(Tags.LoadingScreen).GetComponent<LoadingScreen>();
|
||||
DontDestroyOnLoad(loadingScreen.gameObject);
|
||||
|
||||
ILoadingManager loadingManager = container.Resolve<ILoadingManager>();
|
||||
loadingManager.OnLoadingStarted += loadingScreen.Show;
|
||||
loadingManager.OnLoadingEnded += loadingScreen.Hide;
|
||||
|
||||
loadingManager.RegisterLoading(LoadingWork.Bootstrap);
|
||||
|
||||
await UniTask.WhenAll(
|
||||
container.Resolve<IUIService>().Initialize(loadingScreen.GetComponent<LoadingScreen>()),
|
||||
container.Resolve<IUIService>().Initialize(loadingScreen),
|
||||
container.Resolve<IAudioService>().Initialize()
|
||||
);
|
||||
|
||||
loadingManager.UnregisterLoading(LoadingWork.Bootstrap);
|
||||
|
||||
_appStateMachine
|
||||
.SwitchState(AppState.MainMenu)
|
||||
.AllowStateTransition(AppState.Gameplay);
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 08b54658296d4279b85a2bfc3cf10e62
|
||||
timeCreated: 1763842256
|
||||
@@ -0,0 +1,16 @@
|
||||
using System.Collections.ObjectModel;
|
||||
using Cysharp.Threading.Tasks;
|
||||
|
||||
namespace Code.App.Loading
|
||||
{
|
||||
public interface ILoadingManager
|
||||
{
|
||||
delegate void OnLoadingDelegate();
|
||||
|
||||
event OnLoadingDelegate OnLoadingStarted;
|
||||
event OnLoadingDelegate OnLoadingEnded;
|
||||
ReadOnlyCollection<LoadingWork> LoadingThings { get; }
|
||||
LoadingManager RegisterLoading(LoadingWork loadingThingName);
|
||||
LoadingManager UnregisterLoading(LoadingWork loadingThingName);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bfb3837590d04da3b04ca8b0f0aca437
|
||||
timeCreated: 1763842985
|
||||
@@ -0,0 +1,47 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.ObjectModel;
|
||||
using Cysharp.Threading.Tasks;
|
||||
|
||||
namespace Code.App.Loading
|
||||
{
|
||||
public class LoadingManager : ILoadingManager
|
||||
{
|
||||
public event ILoadingManager.OnLoadingDelegate OnLoadingStarted;
|
||||
public event ILoadingManager.OnLoadingDelegate OnLoadingEnded;
|
||||
|
||||
private List<LoadingWork> _loadingThings = new();
|
||||
public ReadOnlyCollection<LoadingWork> LoadingThings => _loadingThings.AsReadOnly();
|
||||
|
||||
public LoadingManager RegisterLoading(LoadingWork loadingThingName)
|
||||
{
|
||||
if(_loadingThings.Count == 0) OnLoadingStarted?.Invoke();
|
||||
|
||||
_loadingThings.Add(loadingThingName);
|
||||
|
||||
return this;
|
||||
}
|
||||
public LoadingManager UnregisterLoading(LoadingWork loadingThingName)
|
||||
{
|
||||
_loadingThings.Remove(loadingThingName);
|
||||
|
||||
if(_loadingThings.Count == 0) OnLoadingEnded?.Invoke();
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// public static class LoadingManagerExtensions
|
||||
// {
|
||||
// public static LoadingManager AddLoading(this LoadingManager manager, LoadingWork loadingThingName)
|
||||
// {
|
||||
// manager.RegisterLoading(loadingThingName);
|
||||
// return manager;
|
||||
// }
|
||||
// public static LoadingManager RemoveLoading(this LoadingManager manager, LoadingWork loadingThingName)
|
||||
// {
|
||||
// manager.UnregisterLoading(loadingThingName);
|
||||
// return manager;
|
||||
// }
|
||||
// }
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 185988ac74a24a39864238cd7f5cb626
|
||||
timeCreated: 1763842268
|
||||
@@ -0,0 +1,12 @@
|
||||
namespace Code.App.Loading
|
||||
{
|
||||
public enum LoadingWork
|
||||
{
|
||||
Bootstrap,
|
||||
LoadUI,
|
||||
LoadAudio,
|
||||
LoadScene,
|
||||
LoadModelResource,
|
||||
WaitingForTime
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 318d1b29b41d4b96bc09334acbf36506
|
||||
timeCreated: 1763843934
|
||||
@@ -1,8 +1,13 @@
|
||||
using Code.App.Loading;
|
||||
using Code.Gameplay.Orders.Order;
|
||||
using Code.Gameplay.Player;
|
||||
using Code.Generator;
|
||||
using Code.Scenes;
|
||||
using Code.Scenes.SceneEnvironments;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using Reflex.Core;
|
||||
using UnityEngine;
|
||||
using IPlayerScore = Code.Gameplay.Player.IPlayerScore;
|
||||
|
||||
namespace Code.App.SceneInstallers
|
||||
{
|
||||
@@ -13,17 +18,35 @@ namespace Code.App.SceneInstallers
|
||||
public void InstallBindings(ContainerBuilder containerBuilder)
|
||||
{
|
||||
containerBuilder.AddScoped(typeof(GameplaySceneEnvironment), typeof(CurrentSceneEnvironment));
|
||||
containerBuilder.AddScoped(typeof(ScoreService), typeof(IScoreService));
|
||||
containerBuilder.AddScoped(typeof(PlayerScore), typeof(IPlayerScore));
|
||||
containerBuilder.AddScoped(typeof(OrderService), typeof(IOrderService));
|
||||
containerBuilder.AddScoped(typeof(RoomGeneratorFactory), typeof(IRoomGeneratorFactory));
|
||||
containerBuilder.AddScoped(typeof(RoomGenerator));
|
||||
|
||||
containerBuilder.OnContainerBuilt += Initialize;
|
||||
}
|
||||
|
||||
private void Initialize(Container container)
|
||||
{
|
||||
ILoadingManager loadingManager = container.Resolve<ILoadingManager>();
|
||||
|
||||
GameplaySceneEnvironment env = (GameplaySceneEnvironment)container.Resolve<CurrentSceneEnvironment>();
|
||||
|
||||
env.TransitVariables(_gameplaySceneEnvironment);
|
||||
|
||||
loadingManager
|
||||
.UnregisterLoading(LoadingWork.LoadScene);
|
||||
|
||||
LoadRooms(container,loadingManager);
|
||||
}
|
||||
|
||||
private async UniTaskVoid LoadRooms(Container container, ILoadingManager loadingManager)
|
||||
{
|
||||
await container.Resolve<IRoomGeneratorFactory>().PreloadRooms(container.Resolve<IOrderService>());
|
||||
|
||||
container.Resolve<RoomGenerator>().Initialize();
|
||||
|
||||
loadingManager.UnregisterLoading(LoadingWork.LoadModelResource);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,8 +1,8 @@
|
||||
using Code.App.Loading;
|
||||
using Code.Scenes;
|
||||
using Code.Scenes.SceneEnvironments;
|
||||
using Reflex.Core;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
namespace Code.App.SceneInstallers
|
||||
{
|
||||
@@ -22,6 +22,11 @@ namespace Code.App.SceneInstallers
|
||||
MainMenuEnvironment env = (MainMenuEnvironment)container.Resolve<CurrentSceneEnvironment>();
|
||||
|
||||
env.TransitVariables(_mainMenuEnvironment);
|
||||
|
||||
ILoadingManager loadingManager = container.Resolve<ILoadingManager>();
|
||||
|
||||
loadingManager
|
||||
.UnregisterLoading(LoadingWork.LoadScene);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,6 +1,9 @@
|
||||
using Code.App.Loading;
|
||||
using Code.Audio;
|
||||
using Code.Gameplay.Camera;
|
||||
using Code.Gameplay.Enemies;
|
||||
using Code.Gameplay.Player;
|
||||
using Code.Generator;
|
||||
using Code.Input;
|
||||
using Code.Scenes;
|
||||
using Code.UI;
|
||||
@@ -10,13 +13,16 @@ namespace Code.App.StateMachine
|
||||
{
|
||||
public class AppStateMachineContext
|
||||
{
|
||||
[Inject] public ILoadingManager LoadingManager { get; private set; }
|
||||
[Inject] public ISceneLoaderService SceneLoaderService { get; private set; }
|
||||
[Inject] public IInputService InputService { get; private set; }
|
||||
[Inject] public AppStateMachine StateMachine { get; private set; }
|
||||
[Inject] public CameraStateMachine CameraStateMachine { get; private set; }
|
||||
[Inject] public IUIService UIService { get; private set; }
|
||||
[Inject] public IPlayerFactory PlayerFactory { get; private set; }
|
||||
[Inject] public IPlayerProvider PlayerProvider { get; private set; }
|
||||
[Inject] public IAudioFactory AudioFactory { get; private set; }
|
||||
[Inject] public IAudioService AudioService { get; private set; }
|
||||
[Inject] public IEnemyFactory EnemyFactory { get; private set; }
|
||||
}
|
||||
}
|
||||
@@ -16,9 +16,6 @@ namespace Code.Audio
|
||||
}
|
||||
public enum DispatcherSounds
|
||||
{
|
||||
Absolutely,
|
||||
AbsolutelyNot,
|
||||
AhFreeman,
|
||||
Recieve1,
|
||||
Recieve2,
|
||||
TakeDamage1,
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Code.Configs;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
@@ -15,6 +16,7 @@ namespace Code.Audio
|
||||
public AudioMixer AudioMixer { get; private set; }
|
||||
private AssetReference _audioSourcePrefab;
|
||||
|
||||
private AssetReference[] _audioTestClipsReferences;
|
||||
private AssetReference[] _peacefulSoundtrack;
|
||||
private AssetReference[] _actionSoundtrack;
|
||||
private AssetReference[] _menuSoundtrack;
|
||||
@@ -23,6 +25,7 @@ namespace Code.Audio
|
||||
private AssetReference[] _dispatcher;
|
||||
private AssetReference[] _character;
|
||||
|
||||
private AsyncOperationHandle<IList<AudioClip>> _audioTestClipsHandle;
|
||||
private AsyncOperationHandle<IList<AudioClip>> _menuMusicHandle;
|
||||
private AsyncOperationHandle<IList<AudioClip>> _actionMusicHandle;
|
||||
private AsyncOperationHandle<IList<AudioClip>> _peacefulMusicHandle;
|
||||
@@ -30,6 +33,7 @@ namespace Code.Audio
|
||||
private AsyncOperationHandle<IList<AudioClip>> _enemiesHandle;
|
||||
private AsyncOperationHandle<IList<AudioClip>> _dispatcherHandle;
|
||||
|
||||
public Dictionary<AudioType, AudioClip> AudioTestClips { get; private set; } = new();
|
||||
public Dictionary<MusicType, List<AudioClip>> MusicDictionary { get; private set; } = new();
|
||||
public List<AudioClip> SFXAudios { get; private set; } = new();
|
||||
public List<AudioClip> EnemiesAudios { get; private set; } = new();
|
||||
@@ -39,7 +43,8 @@ namespace Code.Audio
|
||||
SoundtrackListConfig soundtrackListConfig,
|
||||
SFXListConfig sfxListConfig,
|
||||
EnemiesSoundListConfig enemiesSoundListConfig,
|
||||
DispatcherSoundListConfig dispatcherSoundListConfig
|
||||
DispatcherSoundListConfig dispatcherSoundListConfig,
|
||||
AudioTestClipsConfig audioTestClipsConfig
|
||||
)
|
||||
{
|
||||
AudioMixer = audioMixerConfig.audioMixerAsset;
|
||||
@@ -51,6 +56,7 @@ namespace Code.Audio
|
||||
_SFX = sfxListConfig.SFX;
|
||||
_enemies = enemiesSoundListConfig.enemies;
|
||||
_dispatcher = dispatcherSoundListConfig.dispatcher;
|
||||
_audioTestClipsReferences = audioTestClipsConfig.audioTestClips;
|
||||
|
||||
MusicDictionary.Add(MusicType.Menu, new ());
|
||||
MusicDictionary.Add(MusicType.Peaceful, new ());
|
||||
@@ -77,12 +83,28 @@ namespace Code.Audio
|
||||
MusicDictionary[MusicType.Peaceful].Clear();
|
||||
_peacefulMusicHandle.Release();
|
||||
}
|
||||
public async UniTask WarmAudioTestClips( )
|
||||
{
|
||||
// _audioTestClipCounter = 0;
|
||||
_audioTestClipsHandle = Addressables.LoadAssetsAsync<AudioClip>(_audioTestClipsReferences, OnAudioTestClipLoaded, Addressables.MergeMode.Union);
|
||||
|
||||
// foreach (var assetReference in _menuSoundtrack) MenuMusic.Add(await assetReference.LoadAssetAsync<AudioClip>());
|
||||
var clips = (await _audioTestClipsHandle.ToUniTask()).ToList();
|
||||
|
||||
for (int i = 0; i < clips.Count; i++)
|
||||
AudioTestClips[(AudioType)i] = clips[i];
|
||||
}
|
||||
public void ReleaseAudioTestClips()
|
||||
{
|
||||
AudioTestClips.Clear();
|
||||
// foreach (var assetReference in _menuSoundtrack) assetReference.ReleaseAsset();
|
||||
_audioTestClipsHandle.Release();
|
||||
}
|
||||
public async UniTask WarmMenuMusic( )
|
||||
{
|
||||
_menuMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_menuSoundtrack, OnMenuTrackLoaded, Addressables.MergeMode.Union);
|
||||
// foreach (var assetReference in _menuSoundtrack) MenuMusic.Add(await assetReference.LoadAssetAsync<AudioClip>());
|
||||
await _menuMusicHandle.ToUniTask();
|
||||
|
||||
}
|
||||
public void ReleaseMenuMusic()
|
||||
{
|
||||
@@ -134,6 +156,12 @@ namespace Code.Audio
|
||||
{
|
||||
MusicDictionary[MusicType.Menu].Add(audioClip);
|
||||
}
|
||||
|
||||
// private int _audioTestClipCounter;
|
||||
private void OnAudioTestClipLoaded(AudioClip audioClip)
|
||||
{
|
||||
// AudioTestClips[(AudioType)_audioTestClipCounter] = audioClip;_audioTestClipCounter++;
|
||||
}
|
||||
private void OnActionTrackLoaded(AudioClip audioClip)
|
||||
{
|
||||
MusicDictionary[MusicType.Action].Add(audioClip);
|
||||
|
||||
@@ -4,6 +4,7 @@ using System.Threading;
|
||||
using Code.Configs;
|
||||
using Code.Constants;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using DG.Tweening;
|
||||
using Reflex.Attributes;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
@@ -23,21 +24,93 @@ namespace Code.Audio
|
||||
|
||||
private AudioMixerGroup _masterGroup,
|
||||
// _musicGroup,
|
||||
// _actionMusicGroup,
|
||||
// _peacefulMusicGroup,
|
||||
_actionMusicGroup,
|
||||
_menuMusicGroup,
|
||||
_peacefulMusicGroup,
|
||||
_SFXGroup,
|
||||
_creaturesGroup,
|
||||
_dispatcherGroup,
|
||||
_courierGroup,
|
||||
_enemiesGroup;
|
||||
|
||||
private readonly AudioSourcePool _audioSourcePool = new();
|
||||
private readonly AudioSourcePool _audioSourcePool;
|
||||
|
||||
private Dictionary<AudioSnapshotState, AudioMixerSnapshot> _snapshots = new();
|
||||
private Dictionary<AudioSourceType, AudioSourceSettingsConfig> _settings;
|
||||
|
||||
public AudioService(IAudioFactory audioFactory)
|
||||
public AudioService(IAudioFactory audioFactory, Dictionary<AudioSourceType, AudioSourceSettingsConfig> settings)
|
||||
{
|
||||
_audioFactory = audioFactory;
|
||||
_audioSourcePool = new(settings);
|
||||
_settings = settings;
|
||||
}
|
||||
|
||||
// TODO Грязно, убрать снапшоты НАХУЙ
|
||||
public float GetSetting(AudioType type)
|
||||
{
|
||||
float value;
|
||||
switch (type)
|
||||
{
|
||||
case AudioType.SFX:
|
||||
_snapshots[AudioSnapshotState.Peaceful].audioMixer.GetFloat(_SFXGroup.name, out value);
|
||||
break;
|
||||
case AudioType.Master:
|
||||
_snapshots[AudioSnapshotState.Menu].audioMixer.GetFloat(_masterGroup.name, out value);
|
||||
break;
|
||||
case AudioType.Creatures:
|
||||
_snapshots[AudioSnapshotState.Peaceful].audioMixer.GetFloat(_creaturesGroup.name, out value);
|
||||
break;
|
||||
case AudioType.GameplayMusic:
|
||||
_snapshots[AudioSnapshotState.Peaceful].audioMixer.GetFloat(_peacefulMusicGroup.name, out value);
|
||||
break;
|
||||
case AudioType.MenuMusic:
|
||||
_snapshots[AudioSnapshotState.Menu].audioMixer.GetFloat(_menuMusicGroup.name, out value);
|
||||
break;
|
||||
case AudioType.DispatcherSounds:
|
||||
_snapshots[AudioSnapshotState.Action].audioMixer.GetFloat(_dispatcherGroup.name, out value);
|
||||
break;
|
||||
default:
|
||||
value = 1;
|
||||
break;
|
||||
}
|
||||
|
||||
value = Mathf.Pow(10f, value / 20);
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
// TODO Грязно, убрать снапшоты НАХУЙ
|
||||
public void ChangeSetting(AudioType type, float value)
|
||||
{
|
||||
float volume = Mathf.Log10(value) * 20;
|
||||
switch (type)
|
||||
{
|
||||
case AudioType.SFX:
|
||||
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_SFXGroup.name, volume);
|
||||
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_SFXGroup.name, volume);
|
||||
break;
|
||||
case AudioType.Master:
|
||||
_snapshots[AudioSnapshotState.Menu].audioMixer.SetFloat(_masterGroup.name, volume);
|
||||
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_masterGroup.name, volume);
|
||||
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_masterGroup.name, volume);
|
||||
break;
|
||||
case AudioType.Creatures:
|
||||
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_creaturesGroup.name, volume);
|
||||
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_creaturesGroup.name, volume);
|
||||
break;
|
||||
case AudioType.GameplayMusic:
|
||||
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_peacefulMusicGroup.name, volume);
|
||||
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_actionMusicGroup.name, volume);
|
||||
break;
|
||||
case AudioType.MenuMusic:
|
||||
_snapshots[AudioSnapshotState.Menu].audioMixer.SetFloat(_menuMusicGroup.name, volume);
|
||||
break;
|
||||
case AudioType.DispatcherSounds:
|
||||
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_dispatcherGroup.name, volume);
|
||||
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_dispatcherGroup.name, volume);
|
||||
break;
|
||||
}
|
||||
// _mixer.FindSnapshot("Action").audioMixer.SetFloat("music", volume);
|
||||
}
|
||||
|
||||
public async UniTask Initialize()
|
||||
@@ -46,8 +119,9 @@ namespace Code.Audio
|
||||
_mixer = _audioFactory.AudioMixer;
|
||||
|
||||
_masterGroup = _mixer.FindMatchingGroups(AudioGroups.MasterGroup)[0];
|
||||
// _actionMusicGroup = _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0];
|
||||
// _peacefulMusicGroup = _mixer.FindMatchingGroups(AudioGroups.PeacefulMusoup)[0];
|
||||
_menuMusicGroup = _mixer.FindMatchingGroups(AudioGroups.MenuMusicGroup)[0];
|
||||
_actionMusicGroup = _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0];
|
||||
_peacefulMusicGroup = _mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0];
|
||||
// _musicGroup = _mixer.FindMatchingGroups(AudioGroups.MusicGroup)[0];
|
||||
_musicAudioGroups.Add(MusicType.Menu, _mixer.FindMatchingGroups(AudioGroups.MenuMusicGroup)[0]);
|
||||
_musicAudioGroups.Add(MusicType.Action, _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0]);
|
||||
@@ -73,7 +147,6 @@ namespace Code.Audio
|
||||
_snapshots[AudioSnapshotState.Menu] = _mixer.FindSnapshot(AudioGroups.MenuSnapshot);
|
||||
|
||||
await _audioFactory.LoadAudioSourcePrefab(_audioSourcePool.Initialize);
|
||||
|
||||
}
|
||||
|
||||
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||
@@ -83,10 +156,10 @@ namespace Code.Audio
|
||||
|
||||
public async UniTaskVoid PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType musicType)
|
||||
{
|
||||
if(!_musicAudioSources[musicType])
|
||||
if (!_musicAudioSources[musicType])
|
||||
{
|
||||
_musicAudioSources[musicType] = _audioSourcePool.GetSource();
|
||||
_musicAudioSources[musicType].spatialBlend = 0f;
|
||||
_musicAudioSources[musicType].spatialBlend = _settings[AudioSourceType.NoBlend].spatialBlend;
|
||||
_musicAudioSources[musicType].outputAudioMixerGroup = _musicAudioGroups[musicType];
|
||||
}
|
||||
|
||||
@@ -102,7 +175,7 @@ namespace Code.Audio
|
||||
await UniTask.NextFrame();
|
||||
// Debug.Log($"Playing {musicType}");
|
||||
var (isCanceled, _) = await UniTask.WaitUntilValueChanged(_musicAudioSources[musicType],
|
||||
_ => !_musicAudioSources[musicType].isPlaying,
|
||||
_ => !_musicAudioSources[musicType].isPlaying,
|
||||
cancellationToken: _cancellationTokenSources[musicType].Token).SuppressCancellationThrow();
|
||||
// Debug.Log($"Finished {musicType}");
|
||||
|
||||
@@ -121,7 +194,8 @@ namespace Code.Audio
|
||||
PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(musicType);
|
||||
}
|
||||
|
||||
public async UniTaskVoid GladlyAskToStopMusic(MusicType musicType, AudioSnapshotState audioSnapshotState = AudioSnapshotState.None, float time = 1f, Action callback = null)
|
||||
public async UniTaskVoid GladlyAskToStopMusic(MusicType musicType,
|
||||
AudioSnapshotState audioSnapshotState = AudioSnapshotState.None, float time = 1f, Action callback = null)
|
||||
{
|
||||
TransitToSnapshot(audioSnapshotState, time);
|
||||
|
||||
@@ -164,9 +238,115 @@ namespace Code.Audio
|
||||
_audioSourcePool.PlayOneShot(_audioFactory.EnemiesAudios[(int)enemySoundId], position, _enemiesGroup);
|
||||
}
|
||||
|
||||
// Чинить долго и дорого пусть Артёмов будет много, ведь он наш друг
|
||||
public event IAudioService.OnAudioPlayingDelegate OnDispatcherStarted;
|
||||
public event IAudioService.OnAudioPlayingDelegate OnDispatcherEnded;
|
||||
|
||||
public void PlayDispatcher(DispatcherSounds dispatcherSoundId)
|
||||
{
|
||||
_audioSourcePool.PlayShizo(_audioFactory.DispatcherAudios[(int)dispatcherSoundId], _dispatcherGroup);
|
||||
OnDispatcherStarted?.Invoke();
|
||||
_audioSourcePool.PlayOneShot(_audioFactory.DispatcherAudios[(int)dispatcherSoundId], _dispatcherGroup,
|
||||
AudioSourceType.NoBlend, () => OnDispatcherEnded?.Invoke());
|
||||
}
|
||||
|
||||
private CancellationTokenSource _testClipCancellationTokenSource = new();
|
||||
private void ResetCurrentTestAudioSource() => _currentTestClipAudioType = AudioType.Master;
|
||||
// TODO Засунуть в словарь
|
||||
public void PlayTestClip(AudioType audioType)
|
||||
{
|
||||
if(_currentTestClipAudioType == audioType) return;
|
||||
|
||||
_testClipCancellationTokenSource.Cancel();
|
||||
_testClipCancellationTokenSource = new();
|
||||
|
||||
_currentTestClipAudioType = audioType;
|
||||
|
||||
switch (audioType)
|
||||
{
|
||||
case AudioType.SFX:
|
||||
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
|
||||
_SFXGroup, _testClipCancellationTokenSource,
|
||||
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
|
||||
break;
|
||||
case AudioType.Master:
|
||||
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
|
||||
_masterGroup, _testClipCancellationTokenSource,
|
||||
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
|
||||
break;
|
||||
case AudioType.Creatures:
|
||||
_audioSourcePool.PlayOneShot( _audioFactory.AudioTestClips[audioType],
|
||||
_creaturesGroup, _testClipCancellationTokenSource,
|
||||
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
|
||||
break;
|
||||
case AudioType.GameplayMusic:
|
||||
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
|
||||
_actionMusicGroup, _testClipCancellationTokenSource,
|
||||
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
|
||||
break;
|
||||
case AudioType.MenuMusic:
|
||||
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
|
||||
_menuMusicGroup, _testClipCancellationTokenSource,
|
||||
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
|
||||
break;
|
||||
case AudioType.DispatcherSounds:
|
||||
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
|
||||
_dispatcherGroup, _testClipCancellationTokenSource,
|
||||
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private AudioSource _testClipAudioSource;
|
||||
private AudioType _currentTestClipAudioType;
|
||||
|
||||
// Эффективно и просто, может не так хитровыебано
|
||||
private void ReleaseTestAudioClipSource()
|
||||
{
|
||||
_testClipAudioSource = null;
|
||||
}
|
||||
|
||||
// TODO Засунуть в словарь
|
||||
public void PlayTestClipDeprecated(AudioType audioType)
|
||||
{
|
||||
if (!_testClipAudioSource) _testClipAudioSource = _audioSourcePool.GetSource();
|
||||
else if (_currentTestClipAudioType != audioType) _testClipAudioSource.Stop();
|
||||
else return;
|
||||
|
||||
_currentTestClipAudioType = audioType;
|
||||
|
||||
switch (audioType)
|
||||
{
|
||||
case AudioType.SFX:
|
||||
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
|
||||
_SFXGroup,
|
||||
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
|
||||
break;
|
||||
case AudioType.Master:
|
||||
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
|
||||
_masterGroup,
|
||||
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
|
||||
break;
|
||||
case AudioType.Creatures:
|
||||
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
|
||||
_creaturesGroup,
|
||||
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
|
||||
break;
|
||||
case AudioType.GameplayMusic:
|
||||
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
|
||||
_actionMusicGroup,
|
||||
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
|
||||
break;
|
||||
case AudioType.MenuMusic:
|
||||
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
|
||||
_menuMusicGroup,
|
||||
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
|
||||
break;
|
||||
case AudioType.DispatcherSounds:
|
||||
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
|
||||
_dispatcherGroup,
|
||||
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,119 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
using Code.Constants;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Audio;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
namespace Code.Audio
|
||||
{
|
||||
public class AudioServiceDebug : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private AudioMixer mixer;
|
||||
|
||||
private AudioSource _actionMusicSource;
|
||||
private AudioSource _peacefulMusicSource;
|
||||
[SerializeField] private AudioSource prefab;
|
||||
|
||||
[SerializeField] private AudioResource[] peacefulAudio;
|
||||
[SerializeField] private AudioResource[] actionAudio;
|
||||
|
||||
private AudioMixerGroup _masterGroup,
|
||||
_musicGroup,
|
||||
_actionMusicGroup,
|
||||
_peacefulMusicGroup,
|
||||
_SFXGroup,
|
||||
_creaturesGroup,
|
||||
_dispatcherGroup,
|
||||
_courierGroup,
|
||||
_enemiesGroup;
|
||||
|
||||
private readonly AudioSourcePool _audioSourcePool = new();
|
||||
|
||||
private Dictionary<AudioSnapshotState, AudioMixerSnapshot> _snapshots = new();
|
||||
|
||||
[FormerlySerializedAs("sfxAudio")] [SerializeField] private AudioClip[] sfxAudios;
|
||||
[SerializeField] private AudioClip[] enemiesAudios;
|
||||
[SerializeField] private AudioClip[] dispatcherAudios;
|
||||
|
||||
private void MixerCreated()
|
||||
{
|
||||
_masterGroup = mixer.FindMatchingGroups(AudioGroups.MasterGroup)[0];
|
||||
_actionMusicGroup = mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0];
|
||||
_peacefulMusicGroup = mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0];
|
||||
_SFXGroup = mixer.FindMatchingGroups(AudioGroups.SFXGroup)[0];
|
||||
_musicGroup = mixer.FindMatchingGroups(AudioGroups.MusicGroup)[0];
|
||||
_creaturesGroup = mixer.FindMatchingGroups(AudioGroups.CreaturesGroup)[0];
|
||||
_dispatcherGroup = mixer.FindMatchingGroups(AudioGroups.DispatcherMusicGroup)[0];
|
||||
_courierGroup = mixer.FindMatchingGroups(AudioGroups.CourierMusicGroup)[0];
|
||||
_enemiesGroup = mixer.FindMatchingGroups(AudioGroups.EnemiesMusicGroup)[0];
|
||||
|
||||
_snapshots[AudioSnapshotState.Peaceful] = mixer.FindSnapshot(AudioGroups.PeacefulSnapshot);
|
||||
_snapshots[AudioSnapshotState.Action] = mixer.FindSnapshot(AudioGroups.ActionSnapshot);
|
||||
|
||||
// _audioSourcePool.Initialize(10,prefab);
|
||||
|
||||
InitializeMusicSources();
|
||||
}
|
||||
|
||||
private void InitializeMusicSources()
|
||||
{
|
||||
_actionMusicSource = _audioSourcePool.GetSource();
|
||||
_actionMusicSource.outputAudioMixerGroup = _actionMusicGroup;
|
||||
_actionMusicSource.spatialBlend = 0f;
|
||||
|
||||
_peacefulMusicSource = _audioSourcePool.GetSource();
|
||||
_peacefulMusicSource.outputAudioMixerGroup = _peacefulMusicGroup;
|
||||
_peacefulMusicSource.spatialBlend = 0f;
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
MixerCreated();
|
||||
}
|
||||
|
||||
public void PlayRandomGameplayMusic()
|
||||
{
|
||||
_peacefulMusicSource.resource = peacefulAudio[Random.Range(0, peacefulAudio.Length)];
|
||||
_actionMusicSource.resource = actionAudio[Random.Range(0, actionAudio.Length)];
|
||||
|
||||
_peacefulMusicSource.Play();
|
||||
_actionMusicSource.Play();
|
||||
}
|
||||
|
||||
public void TransitToSnapshot(AudioSnapshotState state)
|
||||
{
|
||||
_snapshots[state].TransitionTo(1f);
|
||||
}
|
||||
|
||||
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||
public void PlaySFX(SFXSounds sfxId, Vector3 position)
|
||||
{
|
||||
_audioSourcePool.PlayOneShot(sfxAudios[(int)sfxId], position, _SFXGroup);
|
||||
}
|
||||
public void PlayDebugSFX()
|
||||
{
|
||||
_audioSourcePool.PlayOneShot(sfxAudios[(int)SFXSounds.Crowbar], transform.position, _SFXGroup);
|
||||
}
|
||||
public void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position)
|
||||
{
|
||||
_audioSourcePool.PlayOneShot(enemiesAudios[(int)enemySoundId], position, _enemiesGroup);
|
||||
}
|
||||
public void PlayDebugEnemySFX()
|
||||
{
|
||||
_audioSourcePool.PlayOneShot(enemiesAudios[(int)EnemiesSounds.Bastard], transform.position, _enemiesGroup);
|
||||
}
|
||||
public void PlayDispatcher(DispatcherSounds dispatcherSoundId)
|
||||
{
|
||||
_audioSourcePool.PlayShizo(dispatcherAudios[(int)dispatcherSoundId], _dispatcherGroup);
|
||||
}
|
||||
public void PlayDebugDispatcherSFX()
|
||||
{
|
||||
_audioSourcePool.PlayShizo(dispatcherAudios[(int)DispatcherSounds.AhFreeman], _dispatcherGroup);
|
||||
}
|
||||
|
||||
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a42cad8f28f54a53bef23d9313014abd
|
||||
timeCreated: 1762805867
|
||||
@@ -1,7 +1,12 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Threading;
|
||||
using Code.Configs;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Audio;
|
||||
using UnityEngine.Pool;
|
||||
using Object = UnityEngine.Object;
|
||||
|
||||
namespace Code.Audio
|
||||
{
|
||||
@@ -11,6 +16,10 @@ namespace Code.Audio
|
||||
private IObjectPool<AudioSource> _pool;
|
||||
private GameObject _sourcePrefab;
|
||||
|
||||
private Dictionary<AudioSourceType, AudioSourceSettingsConfig> _settings;
|
||||
|
||||
public AudioSourcePool(Dictionary<AudioSourceType, AudioSourceSettingsConfig> settings) => _settings = settings;
|
||||
|
||||
public void Initialize(GameObject sourcePrefab)
|
||||
{
|
||||
_sourcePrefab = sourcePrefab;
|
||||
@@ -55,28 +64,56 @@ namespace Code.Audio
|
||||
Object.Destroy(source.gameObject);
|
||||
}
|
||||
|
||||
public async UniTaskVoid PlayOneShot(AudioClip clip, Vector3 position, AudioMixerGroup audioMixerGroup)
|
||||
public async UniTaskVoid PlayOneShot(AudioClip clip, Vector3 position, AudioMixerGroup audioMixerGroup, AudioSourceType audioSourceType = AudioSourceType.NoBlend, Action onComplete = null)
|
||||
{
|
||||
AudioSource source = _pool.Get();
|
||||
source.PlayOneShot(clip);
|
||||
source.spatialBlend = 1f;
|
||||
source.spatialBlend = _settings[audioSourceType].spatialBlend;
|
||||
source.transform.position = position;
|
||||
source.outputAudioMixerGroup = audioMixerGroup;
|
||||
|
||||
await UniTask.WaitUntilValueChanged(source, x => x.isPlaying);
|
||||
|
||||
onComplete?.Invoke();
|
||||
_pool.Release(source);
|
||||
}
|
||||
public async UniTaskVoid PlayShizo(AudioClip clip, AudioMixerGroup audioMixerGroup)
|
||||
public async UniTaskVoid PlayOneShot(AudioClip clip, AudioMixerGroup audioMixerGroup, AudioSourceType audioSourceType = AudioSourceType.NoBlend, Action onComplete = null)
|
||||
{
|
||||
AudioSource source = _pool.Get();
|
||||
source.PlayOneShot(clip);
|
||||
source.spatialBlend = 0f;
|
||||
source.spatialBlend = _settings[audioSourceType].spatialBlend;
|
||||
source.outputAudioMixerGroup = audioMixerGroup;
|
||||
|
||||
await UniTask.WaitUntilValueChanged(source, x => x.isPlaying);
|
||||
onComplete?.Invoke();
|
||||
_pool.Release(source);
|
||||
}
|
||||
public async UniTaskVoid PlayOneShot(AudioSource audioSource, AudioClip clip, AudioMixerGroup audioMixerGroup, AudioSourceType audioSourceType = AudioSourceType.NoBlend, Action onComplete = null)
|
||||
{
|
||||
audioSource.PlayOneShot(clip);
|
||||
audioSource.spatialBlend = _settings[audioSourceType].spatialBlend;
|
||||
audioSource.outputAudioMixerGroup = audioMixerGroup;
|
||||
|
||||
// TODO Потом сделать. Можно с cancellation, но сейчас лень. Ну правда
|
||||
await UniTask.WaitUntilValueChanged(audioSource, x => x.isPlaying);
|
||||
|
||||
if (!audioSource) return;
|
||||
|
||||
_pool.Release(audioSource);
|
||||
onComplete?.Invoke();
|
||||
}
|
||||
public async UniTaskVoid PlayOneShot(AudioClip clip, AudioMixerGroup audioMixerGroup, CancellationTokenSource cancellationToken, AudioSourceType audioSourceType = AudioSourceType.NoBlend, Action onComplete = null)
|
||||
{
|
||||
AudioSource source = _pool.Get();
|
||||
source.PlayOneShot(clip);
|
||||
source.spatialBlend = _settings[audioSourceType].spatialBlend;
|
||||
source.outputAudioMixerGroup = audioMixerGroup;
|
||||
|
||||
var (isCanceled, _) = await UniTask.WaitUntilValueChanged(source, x => x.isPlaying, cancellationToken: cancellationToken.Token).SuppressCancellationThrow();
|
||||
|
||||
_pool.Release(source);
|
||||
|
||||
if(!isCanceled) onComplete?.Invoke();
|
||||
else cancellationToken.Dispose();
|
||||
}
|
||||
public AudioSource GetSource() => _pool.Get();
|
||||
public void ReleaseSource(AudioSource source) => _pool.Release(source);
|
||||
|
||||
@@ -0,0 +1,8 @@
|
||||
namespace Code.Audio
|
||||
{
|
||||
public enum AudioSourceType
|
||||
{
|
||||
Full3D,
|
||||
NoBlend
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 260bbb19b55049928b9ab4d55b32fc3f
|
||||
timeCreated: 1763849966
|
||||
@@ -8,22 +8,25 @@ namespace Code.Audio
|
||||
{
|
||||
public interface IAudioFactory
|
||||
{
|
||||
AudioMixer AudioMixer { get; }
|
||||
Dictionary<AudioType, AudioClip> AudioTestClips { get; }
|
||||
Dictionary<MusicType, List<AudioClip>> MusicDictionary { get; }
|
||||
List<AudioClip> SFXAudios { get; }
|
||||
List<AudioClip> EnemiesAudios { get; }
|
||||
List<AudioClip> DispatcherAudios { get; }
|
||||
AudioMixer AudioMixer { get; }
|
||||
Dictionary<MusicType, List<AudioClip>> MusicDictionary { get; }
|
||||
UniTask LoadAudioSourcePrefab(Action<GameObject> callback);
|
||||
UniTask WarmGameplayMusic();
|
||||
UniTask WarmGameplayMusic( );
|
||||
void ReleaseActionMusic();
|
||||
UniTask WarmMenuMusic();
|
||||
void ReleaseMenuMusic();
|
||||
UniTask WarmSFX();
|
||||
void ReleaseSFX();
|
||||
UniTask WarmEnemies();
|
||||
void ReleaseEnemies();
|
||||
UniTask WarmDispatcher();
|
||||
void ReleaseDispatcher();
|
||||
void ReleasePeacefulMusic();
|
||||
UniTask WarmAudioTestClips( );
|
||||
void ReleaseAudioTestClips();
|
||||
UniTask WarmMenuMusic( );
|
||||
void ReleaseMenuMusic();
|
||||
UniTask WarmSFX( );
|
||||
void ReleaseSFX();
|
||||
UniTask WarmEnemies( );
|
||||
void ReleaseEnemies();
|
||||
UniTask WarmDispatcher( );
|
||||
void ReleaseDispatcher();
|
||||
}
|
||||
}
|
||||
@@ -14,6 +14,14 @@ namespace Code.Audio
|
||||
void TransitToSnapshot(AudioSnapshotState state, float time = 1f);
|
||||
void PlaySFX(SFXSounds sfxId, Vector3 position);
|
||||
void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position);
|
||||
|
||||
delegate void OnAudioPlayingDelegate();
|
||||
|
||||
event OnAudioPlayingDelegate OnDispatcherStarted;
|
||||
event OnAudioPlayingDelegate OnDispatcherEnded;
|
||||
void PlayDispatcher(DispatcherSounds dispatcherSoundId);
|
||||
void ChangeSetting(AudioType type, float value);
|
||||
float GetSetting(AudioType type);
|
||||
void PlayTestClip(AudioType audioType);
|
||||
}
|
||||
}
|
||||
@@ -6,4 +6,13 @@ namespace Code.Audio
|
||||
Peaceful,
|
||||
Action
|
||||
}
|
||||
public enum AudioType
|
||||
{
|
||||
Master,
|
||||
MenuMusic,
|
||||
GameplayMusic,
|
||||
Creatures,
|
||||
DispatcherSounds,
|
||||
SFX
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
using Code.Audio;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Configs
|
||||
{
|
||||
[CreateAssetMenu(fileName = "AudioSourceSettingsConfig", menuName = "Audio/AudioSourceSettingsConfig")]
|
||||
public class AudioSourceSettingsConfig : ScriptableObject
|
||||
{
|
||||
// Дополнять по мере необходимости
|
||||
public float spatialBlend;
|
||||
|
||||
public AudioSourceType sourceType;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e6406ab390b74d5ca336d7d4d0e1a732
|
||||
timeCreated: 1763850008
|
||||
@@ -0,0 +1,11 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
|
||||
namespace Code.Configs
|
||||
{
|
||||
[CreateAssetMenu(menuName = "Config/Audio/AudioTestClips", fileName = "AudioTestClipsConfig")]
|
||||
public class AudioTestClipsConfig : ScriptableObject
|
||||
{
|
||||
public AssetReference[] audioTestClips;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f2f1c08a20a54a708336caf8ca6499e1
|
||||
timeCreated: 1764263243
|
||||
@@ -0,0 +1,14 @@
|
||||
using Code.Gameplay.Camera;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Configs
|
||||
{
|
||||
[CreateAssetMenu(fileName = "CameraSettingsConfig", menuName = "Config/CameraSettingsConfig")]
|
||||
public class CameraSettingsConfig : ScriptableObject
|
||||
{
|
||||
// Дополнять по мере необходимости
|
||||
public float fov;
|
||||
|
||||
public CameraMode cameraMode;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6610b94e9823401c94533e1756a97195
|
||||
timeCreated: 1763846744
|
||||
@@ -23,17 +23,11 @@ namespace Code.Configs
|
||||
slideDuration = 0.8f, // Длительность слайда в секундах
|
||||
slideCooldown = 1.5f; // Время перезарядки слайда в секундах
|
||||
|
||||
// Залазание на стены
|
||||
public float
|
||||
wallClimbSpeedFactor = 0.8f, // Коэффициент преобразования горизонтальной скорости в вертикальную при залазании на стену
|
||||
minWallClimbSpeed = 9f, // Минимальная горизонтальная скорость для начала залазания на стену
|
||||
wallDetectionAngleThreshold = 80f; // Максимальный угол (в градусах) от вертикали, при котором поверхность считается "стеной"
|
||||
|
||||
// Наклон при залазании на стены
|
||||
public float
|
||||
maxWallLeanAngle = 45f, // Максимальный угол наклона от стены (в градусах)
|
||||
wallLeanSharpness = 50f, // Скорость наклона/выпрямления (чем выше — тем резче)
|
||||
wallLeanHeightScale = 0.1f; // Множитель: на сколько метров подъёма = 1 единица "наклона"
|
||||
leanAngle = 25f,
|
||||
leanThreshold = 0.3f,
|
||||
leanSmoothSpeed = 10f;
|
||||
|
||||
// Гравитация
|
||||
public Vector3 gravity = new(0f, -30f, 0f); // Вектор, отвечающий за применение гравитации
|
||||
|
||||
@@ -0,0 +1,29 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
|
||||
namespace Code.Configs
|
||||
{
|
||||
[CreateAssetMenu(menuName = "Config/Enemies/Cockroach", fileName = "CockroachConfig")]
|
||||
public class CockroachConfig : ScriptableObject
|
||||
{
|
||||
public AssetReference cockroachPrefab;
|
||||
|
||||
public int damage = 2;
|
||||
public float attackCooldown = 1.5f;
|
||||
|
||||
public float detectionRange = 20f;
|
||||
public float attackRange = 1.3f;
|
||||
|
||||
public float speed = 6f;
|
||||
|
||||
public bool isStunnable;
|
||||
public float stunDuration;
|
||||
|
||||
public bool usesIdleMovement = true;
|
||||
public float idleWanderRadius = 3f;
|
||||
public float idleMoveDurationMin = 0.3f;
|
||||
public float idleMoveDurationMax = 1f;
|
||||
public float idlePauseDurationMin = 0.1f;
|
||||
public float idlePauseDurationMax = 0.8f;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7bc162d3127949aa950d0738beee99a4
|
||||
timeCreated: 1763571220
|
||||
@@ -0,0 +1,29 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
|
||||
namespace Code.Configs
|
||||
{
|
||||
[CreateAssetMenu(menuName = "Config/Enemies/DrunkenGrandpa", fileName = "DrunkenGrandpaConfig")]
|
||||
public class DrunkenGrandpaConfig : ScriptableObject
|
||||
{
|
||||
public AssetReference drunkenGrandpaPrefab;
|
||||
|
||||
public int damage = 2;
|
||||
public float attackCooldown = 5f;
|
||||
|
||||
public float detectionRange = 10f;
|
||||
public float attackRange = 1.5f;
|
||||
|
||||
public float speed = 3f;
|
||||
|
||||
public bool isStunnable = true;
|
||||
public float stunDuration = 3f;
|
||||
|
||||
public bool usesIdleMovement = true;
|
||||
public float idleWanderRadius = 5f;
|
||||
public float idleMoveDurationMin = 1f;
|
||||
public float idleMoveDurationMax = 5f;
|
||||
public float idlePauseDurationMin = 3f;
|
||||
public float idlePauseDurationMax = 5f;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4d157e8891074b90957a7434cff0ae71
|
||||
timeCreated: 1763569096
|
||||
@@ -0,0 +1,29 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
|
||||
namespace Code.Configs
|
||||
{
|
||||
[CreateAssetMenu(menuName = "Config/Enemies/Fog", fileName = "FogConfig")]
|
||||
public class FogConfig : ScriptableObject
|
||||
{
|
||||
public AssetReference fogPrefab;
|
||||
|
||||
public int damage = int.MaxValue;
|
||||
public float attackCooldown;
|
||||
|
||||
public float detectionRange;
|
||||
public float attackRange = 5f;
|
||||
|
||||
public float speed = 1.5f;
|
||||
|
||||
public bool isStunnable;
|
||||
public float stunDuration;
|
||||
|
||||
public bool usesIdleMovement;
|
||||
public float idleWanderRadius;
|
||||
public float idleMoveDurationMin;
|
||||
public float idleMoveDurationMax;
|
||||
public float idlePauseDurationMin;
|
||||
public float idlePauseDurationMax;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: aa4dd2a5cce24902a2918488b5751f2f
|
||||
timeCreated: 1763581410
|
||||
@@ -10,9 +10,9 @@ namespace Code.Gameplay.Camera
|
||||
*/
|
||||
public enum CameraMode
|
||||
{
|
||||
Bogdan,
|
||||
None,
|
||||
Static,
|
||||
UltraStatic,
|
||||
MainMenu,
|
||||
FirstPerson,
|
||||
ThirdPerson,
|
||||
Cinematic
|
||||
|
||||
@@ -9,12 +9,13 @@ namespace Code.Gameplay.Camera
|
||||
// Текущий режим работы камеры
|
||||
public override void Initialize()
|
||||
{
|
||||
States.Add(CameraMode.None, new NoneState(StateMachineContext));
|
||||
States.Add(CameraMode.Static, new StaticState(StateMachineContext));
|
||||
States.Add(CameraMode.UltraStatic, new UltraStaticState(StateMachineContext));
|
||||
States.Add(CameraMode.MainMenu, new MainMenuState(StateMachineContext));
|
||||
States.Add(CameraMode.FirstPerson, new FirstPersonState(StateMachineContext));
|
||||
States.Add(CameraMode.ThirdPerson, new ThirdPersonState(StateMachineContext));
|
||||
|
||||
CurrentBaseState = States[CameraMode.UltraStatic];
|
||||
CurrentBaseState = States[CameraMode.None];
|
||||
}
|
||||
|
||||
public UnityEngine.Camera Camera => StateMachineContext.Camera;
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
using System.Collections.Generic;
|
||||
using Code.Configs;
|
||||
using Code.Input;
|
||||
using Reflex.Attributes;
|
||||
@@ -9,5 +10,6 @@ namespace Code.Gameplay.Camera
|
||||
[Inject] public UnityEngine.Camera Camera;
|
||||
[Inject] public CameraConfig Config;
|
||||
[Inject] public IInputService InputService;
|
||||
[Inject] public Dictionary<CameraMode,CameraSettingsConfig> CameraSettingsConfigs;
|
||||
}
|
||||
}
|
||||
@@ -14,6 +14,8 @@ namespace Code.Gameplay.Camera.CameraStates
|
||||
|
||||
public override void EnterState()
|
||||
{
|
||||
base.EnterState();
|
||||
|
||||
// В FirstPerson режиме дистанция всегда равна 0
|
||||
MinDistance = 0f;
|
||||
MaxDistance = 0f;
|
||||
@@ -21,7 +23,7 @@ namespace Code.Gameplay.Camera.CameraStates
|
||||
TargetDistance = 0f;
|
||||
CurrentDistance = 0f;
|
||||
|
||||
base.EnterState();
|
||||
Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.FirstPerson].fov;
|
||||
}
|
||||
|
||||
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
||||
|
||||
+5
-4
@@ -2,14 +2,15 @@ using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Camera.CameraStates
|
||||
{
|
||||
public class UltraStaticState : BaseCameraState, ICameraState
|
||||
public class MainMenuState : BaseCameraState, ICameraState
|
||||
{
|
||||
public UltraStaticState(CameraStateMachineContext context) : base(context) { }
|
||||
public MainMenuState(CameraStateMachineContext context) : base(context) { }
|
||||
|
||||
public override void EnterState()
|
||||
{
|
||||
Debug.Log("Ultra static State Enter");
|
||||
base.EnterState();
|
||||
|
||||
Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.MainMenu].fov;
|
||||
}
|
||||
|
||||
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
||||
@@ -17,7 +18,7 @@ namespace Code.Gameplay.Camera.CameraStates
|
||||
Camera.transform.position = FollowTransform.position;
|
||||
}
|
||||
|
||||
public CameraMode GetCameraMode() => CameraMode.UltraStatic;
|
||||
public CameraMode GetCameraMode() => CameraMode.MainMenu;
|
||||
|
||||
protected override void HandleRotationInput(float deltaTime, Vector3 rotationInput,
|
||||
out Quaternion targetRotation)
|
||||
File renamed without changes.
@@ -0,0 +1,21 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Camera.CameraStates
|
||||
{
|
||||
public class NoneState : BaseCameraState, ICameraState
|
||||
{
|
||||
public NoneState(CameraStateMachineContext context) : base(context) { }
|
||||
|
||||
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
||||
{
|
||||
}
|
||||
|
||||
public CameraMode GetCameraMode() => CameraMode.None;
|
||||
|
||||
protected override void HandleRotationInput(float deltaTime, Vector3 rotationInput,
|
||||
out Quaternion targetRotation)
|
||||
{
|
||||
targetRotation = Quaternion.identity;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d8fa6119113f4f12a35365fd27387124
|
||||
timeCreated: 1763847889
|
||||
@@ -9,8 +9,9 @@ namespace Code.Gameplay.Camera.CameraStates
|
||||
|
||||
public override void EnterState()
|
||||
{
|
||||
Debug.Log("Static State Enter");
|
||||
base.EnterState();
|
||||
|
||||
Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.Static].fov;
|
||||
}
|
||||
|
||||
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
||||
|
||||
@@ -14,13 +14,13 @@ namespace Code.Gameplay.Camera.CameraStates
|
||||
|
||||
public override void EnterState()
|
||||
{
|
||||
base.EnterState();
|
||||
|
||||
// Восстанавливаем исходные значения дистанции
|
||||
MinDistance = OriginalMinDistance;
|
||||
MaxDistance = OriginalMaxDistance;
|
||||
DefaultDistance = OriginalDefaultDistance;
|
||||
TargetDistance = DefaultDistance;
|
||||
|
||||
base.EnterState();
|
||||
}
|
||||
|
||||
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
||||
|
||||
+58
-127
@@ -1,147 +1,78 @@
|
||||
using UnityEngine;
|
||||
using KinematicCharacterController;
|
||||
|
||||
namespace Code.Gameplay.Character.Controller.Abilities
|
||||
{
|
||||
/*
|
||||
* Механика наклона персонажа при контакте со стеной
|
||||
* Управляет визуальным наклоном модели в зависимости от высоты подъёма по стене
|
||||
*/
|
||||
public class WallLeanMechanic
|
||||
{
|
||||
private readonly float _maxLeanAngle;
|
||||
private readonly float _leanSharpness;
|
||||
private readonly float _heightScale;
|
||||
private readonly float _leanAngle;
|
||||
private readonly float _threshold;
|
||||
private readonly float _smoothSpeed;
|
||||
|
||||
private Transform _characterTransform;
|
||||
private Vector3 _lastWallNormal;
|
||||
private float _lastWallContactHeight;
|
||||
private float _leanFactor;
|
||||
private float _leanSign;
|
||||
private Vector3 _leanDirection;
|
||||
private Transform _model;
|
||||
|
||||
private Vector3 _lastWallContactPoint;
|
||||
private bool _isLeaningOnWall;
|
||||
private const float WallProximityThreshold = 0.6f;
|
||||
|
||||
public WallLeanMechanic(float maxLeanAngle, float leanSharpness, float heightScale)
|
||||
public WallLeanMechanic(
|
||||
float leanAngle,
|
||||
float threshold,
|
||||
float smoothSpeed)
|
||||
{
|
||||
_maxLeanAngle = maxLeanAngle;
|
||||
_leanSharpness = leanSharpness;
|
||||
_heightScale = heightScale;
|
||||
_leanAngle = leanAngle;
|
||||
_threshold = threshold;
|
||||
_smoothSpeed = smoothSpeed;
|
||||
}
|
||||
|
||||
// Назначаем трансформ визуальной модели один раз
|
||||
public void SetCharacterTransform(Transform transform)
|
||||
public void SetModel(Transform model) => _model = model;
|
||||
|
||||
public void Update(bool isWallRunning, Vector3 wallNormal, Vector3 characterForward)
|
||||
{
|
||||
_characterTransform = transform;
|
||||
}
|
||||
|
||||
// Вызывается из OnMovementHit
|
||||
public void OnWallContact(KinematicCharacterMotor motor, Vector3 wallNormal, float contactHeight)
|
||||
{
|
||||
// Только если это действительно стена (не пол/потолок)
|
||||
var dotWithUp = Vector3.Dot(wallNormal, motor.CharacterUp);
|
||||
if (Mathf.Abs(dotWithUp) > 0.7f) // ~45°, можно настроить
|
||||
return;
|
||||
|
||||
_lastWallNormal = wallNormal;
|
||||
_lastWallContactHeight = contactHeight;
|
||||
_lastWallContactPoint = motor.TransientPosition;
|
||||
|
||||
// Пересчитываем направление наклона
|
||||
_leanDirection = -_lastWallNormal;
|
||||
_leanDirection = Vector3.ProjectOnPlane(_leanDirection, motor.CharacterUp).normalized;
|
||||
|
||||
_leanSign = 1;
|
||||
|
||||
// what the fuck
|
||||
if (_leanDirection.x != 0)
|
||||
if (!_model)
|
||||
{
|
||||
switch (_leanDirection.x)
|
||||
{
|
||||
case -1 or 1 when motor.CharacterRight.x > 0.1f:
|
||||
_leanSign = -1;
|
||||
break;
|
||||
case -1 or 1 when Mathf.Abs(motor.CharacterRight.x) < 0.1f:
|
||||
_leanDirection = new Vector3(0, 0, -1);
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
switch (_leanDirection.z)
|
||||
{
|
||||
case 1 when Mathf.Abs(motor.CharacterRight.z) < 0.1f:
|
||||
_leanSign = -1;
|
||||
break;
|
||||
case -1 when motor.CharacterRight.z < -0.1f:
|
||||
case 1 when motor.CharacterRight.z > 0.1f:
|
||||
_leanDirection = new Vector3(-1, 0, 0);
|
||||
break;
|
||||
case -1 when motor.CharacterRight.z > 0.1f:
|
||||
case 1 when motor.CharacterRight.z < -0.1f:
|
||||
_leanDirection = new Vector3(1, 0, 0);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
_isLeaningOnWall = true;
|
||||
}
|
||||
|
||||
// Обновление каждый кадр
|
||||
public void UpdateLean(KinematicCharacterMotor motor, float deltaTime)
|
||||
{
|
||||
if (!_characterTransform) return;
|
||||
|
||||
var currentPosition = motor.TransientPosition;
|
||||
|
||||
var isStillNearWall = false;
|
||||
if (_isLeaningOnWall && _lastWallNormal != Vector3.zero)
|
||||
{
|
||||
var toWall = currentPosition - _lastWallContactPoint;
|
||||
var distanceToWallPlane = Mathf.Abs(Vector3.Dot(toWall, _lastWallNormal));
|
||||
isStillNearWall = distanceToWallPlane <= WallProximityThreshold;
|
||||
}
|
||||
|
||||
if (_isLeaningOnWall)
|
||||
{
|
||||
var isBelowContactHeight = currentPosition.y < _lastWallContactHeight;
|
||||
|
||||
if (!isStillNearWall || isBelowContactHeight)
|
||||
{
|
||||
_isLeaningOnWall = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
var heightDelta = currentPosition.y - _lastWallContactHeight;
|
||||
var targetLeanFactor = Mathf.Clamp01(heightDelta * _heightScale);
|
||||
_leanFactor = Mathf.Lerp(_leanFactor, targetLeanFactor, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
|
||||
}
|
||||
}
|
||||
|
||||
if (!_isLeaningOnWall)
|
||||
{
|
||||
_leanFactor = Mathf.Lerp(_leanFactor, 0f, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
|
||||
}
|
||||
|
||||
ApplyLeanRotation(motor);
|
||||
}
|
||||
|
||||
private void ApplyLeanRotation(KinematicCharacterMotor motor)
|
||||
{
|
||||
if (_leanFactor <= 0.01f)
|
||||
{
|
||||
_characterTransform.localRotation = Quaternion.identity;
|
||||
_model.localRotation = Quaternion.identity;
|
||||
return;
|
||||
}
|
||||
|
||||
if (_leanDirection.sqrMagnitude < 0.01f) return;
|
||||
var targetRotation = Quaternion.identity;
|
||||
|
||||
var leanAngle = _leanSign * _leanFactor * _maxLeanAngle;
|
||||
var leanAxis = Vector3.Cross(motor.CharacterUp, _leanDirection);
|
||||
var leanRotation = Quaternion.AngleAxis(leanAngle, leanAxis);
|
||||
_characterTransform.localRotation = leanRotation;
|
||||
if (isWallRunning)
|
||||
{
|
||||
var n = new Vector3(wallNormal.x, 0f, wallNormal.z).normalized;
|
||||
if (n.sqrMagnitude < 0.001f) n = Vector3.forward;
|
||||
|
||||
var bodyRight = Vector3.Cross(Vector3.up, characterForward).normalized;
|
||||
var side = Vector3.Dot(n, bodyRight);
|
||||
var front = Vector3.Dot(n, characterForward);
|
||||
|
||||
var axis = Vector3.right;
|
||||
var angle = 0f;
|
||||
|
||||
if (side > _threshold)
|
||||
{
|
||||
axis = Vector3.forward;
|
||||
angle = -_leanAngle;
|
||||
}
|
||||
else if (side < -_threshold)
|
||||
{
|
||||
axis = Vector3.forward;
|
||||
angle = _leanAngle;
|
||||
}
|
||||
else if (front > _threshold)
|
||||
{
|
||||
axis = Vector3.right;
|
||||
angle = -_leanAngle;
|
||||
}
|
||||
else if (front < -_threshold)
|
||||
{
|
||||
axis = Vector3.right;
|
||||
angle = _leanAngle;
|
||||
}
|
||||
|
||||
targetRotation = Quaternion.AngleAxis(angle, axis);
|
||||
}
|
||||
|
||||
_model.localRotation = Quaternion.Slerp(
|
||||
_model.localRotation,
|
||||
targetRotation,
|
||||
1f - Mathf.Exp(-_smoothSpeed * Time.deltaTime)
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
+256
@@ -0,0 +1,256 @@
|
||||
using Code.Gameplay.Character.Controller.Input;
|
||||
using Code.Gameplay.Character.Core;
|
||||
using KinematicCharacterController;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Character.Controller.Abilities
|
||||
{
|
||||
public class WallRunningMechanic
|
||||
{
|
||||
public float MaxWallRunTime = 1.75f;
|
||||
public float WallRunSpeed = 8.0f;
|
||||
public float WallRunAcceleration = 25.0f;
|
||||
public float WallRunGravityScale = 0.25f;
|
||||
public float WallDetachImpulse = 7.0f;
|
||||
public float WallContactAngleThreshold = 45.0f;
|
||||
|
||||
private bool _isWallRunning;
|
||||
private float _wallRunTimer;
|
||||
private Vector3 _wallNormal;
|
||||
private Vector3 _wallTangentRight;
|
||||
private Vector3 _wallTangentUp;
|
||||
private Vector3 _wallContactPoint;
|
||||
private Vector3 _lastMoveInputInWallSpace;
|
||||
|
||||
private float _surfaceAngleCos;
|
||||
private bool _canWallRun;
|
||||
public float WallContactHeight { get; private set; }
|
||||
|
||||
public Vector3 WallRunStartForward { get; private set; }
|
||||
|
||||
private KinematicCharacterMotor _motor;
|
||||
private CharacterInputHandler _inputHandler;
|
||||
|
||||
public bool IsWallRunning => _isWallRunning;
|
||||
|
||||
public void Initialize(KinematicCharacterMotor motor, CharacterInputHandler inputHandler)
|
||||
{
|
||||
_motor = motor;
|
||||
_inputHandler = inputHandler;
|
||||
_surfaceAngleCos = Mathf.Cos(Mathf.Deg2Rad * WallContactAngleThreshold);
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
_isWallRunning = false;
|
||||
_wallRunTimer = 0f;
|
||||
_wallNormal = Vector3.zero;
|
||||
}
|
||||
|
||||
public void Tick(float deltaTime)
|
||||
{
|
||||
if (_isWallRunning)
|
||||
{
|
||||
_wallRunTimer += deltaTime;
|
||||
if (_wallRunTimer > MaxWallRunTime)
|
||||
{
|
||||
DetachFromWall(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool TryStartWallRun(Vector3 hitNormal, Vector3 hitPoint)
|
||||
{
|
||||
if (_isWallRunning) return false;
|
||||
|
||||
float dotWithUp = Vector3.Dot(hitNormal, _motor.CharacterUp);
|
||||
bool isWall = Mathf.Abs(dotWithUp) < _surfaceAngleCos;
|
||||
|
||||
if (!isWall) return false;
|
||||
|
||||
if (_motor.GroundingStatus.IsStableOnGround) return false;
|
||||
|
||||
float velocityIntoWall = Vector3.Dot(_motor.Velocity, -hitNormal);
|
||||
if (velocityIntoWall < 1f) return false;
|
||||
|
||||
StartWallRun(hitNormal, hitPoint);
|
||||
return true;
|
||||
}
|
||||
|
||||
private void StartWallRun(Vector3 wallNormal, Vector3 contactPoint)
|
||||
{
|
||||
_isWallRunning = true;
|
||||
_wallRunTimer = 0f;
|
||||
_wallNormal = wallNormal.normalized;
|
||||
_wallContactPoint = contactPoint;
|
||||
WallContactHeight = contactPoint.y;
|
||||
|
||||
//_wallTangentUp = Vector3.ProjectOnPlane(_motor.CharacterUp, _wallNormal).normalized;
|
||||
if (_wallTangentUp.sqrMagnitude < 0.01f) _wallTangentUp = Vector3.up;
|
||||
|
||||
_wallTangentRight = Vector3.Cross(_wallNormal, _wallTangentUp).normalized;
|
||||
|
||||
_wallTangentUp = Vector3.Cross(_wallTangentRight, _wallNormal).normalized;
|
||||
if (Vector3.Dot(_wallTangentUp, Vector3.up) < 0)
|
||||
_wallTangentUp = -_wallTangentUp;
|
||||
|
||||
WallRunStartForward = _motor.CharacterForward;
|
||||
_motor.ForceUnground();
|
||||
}
|
||||
|
||||
public void HandleWallRun(ref Vector3 currentVelocity, CharacterInputs inputs, float deltaTime)
|
||||
{
|
||||
if (!_isWallRunning) return;
|
||||
if (!IsWallStillPresent()) { DetachFromWall(false); return; }
|
||||
|
||||
Vector3 moveInputWorld = _inputHandler.MoveInputVector;
|
||||
Vector3 moveInWallPlane = Vector3.ProjectOnPlane(moveInputWorld, _wallNormal);
|
||||
|
||||
Vector3 wsMove = Vector3.Project(moveInWallPlane, _wallTangentRight);
|
||||
|
||||
float ad = inputs.MoveAxisRight;
|
||||
|
||||
float sideDot = Vector3.Dot(_wallNormal, _motor.CharacterRight);
|
||||
if (sideDot < 0)
|
||||
ad = -ad;
|
||||
|
||||
Vector3 adMove = _wallTangentUp * (-ad);
|
||||
|
||||
Vector3 finalMove = wsMove + adMove;
|
||||
finalMove = finalMove.normalized * moveInputWorld.magnitude;
|
||||
|
||||
Vector3 targetVelocity = finalMove * WallRunSpeed;
|
||||
|
||||
currentVelocity = Vector3.Lerp(
|
||||
currentVelocity,
|
||||
targetVelocity,
|
||||
1f - Mathf.Exp(-WallRunAcceleration * deltaTime)
|
||||
);
|
||||
|
||||
currentVelocity += Physics.gravity * (WallRunGravityScale * deltaTime);
|
||||
|
||||
float distanceToWall = Vector3.Dot(_motor.TransientPosition - _wallContactPoint, _wallNormal);
|
||||
if (Mathf.Abs(distanceToWall) > 0.8f)
|
||||
{
|
||||
DetachFromWall(false);
|
||||
return;
|
||||
}
|
||||
|
||||
if (inputs.JumpPressed)
|
||||
{
|
||||
DetachFromWall(true);
|
||||
}
|
||||
}
|
||||
|
||||
private bool IsWallStillPresent()
|
||||
{
|
||||
if (_motor == null) return false;
|
||||
|
||||
Vector3 characterCenter = _motor.TransientPosition;
|
||||
Vector3 characterForward = _motor.CharacterForward;
|
||||
Vector3 characterRight = _motor.CharacterRight;
|
||||
Vector3 characterUp = _motor.CharacterUp;
|
||||
|
||||
float checkDistance = 0.45f;
|
||||
Vector3 rayOrigin = characterCenter + characterUp * 0.2f;
|
||||
Vector3 rayDir = -_wallNormal;
|
||||
|
||||
Vector3[] offsets = {
|
||||
Vector3.zero,
|
||||
characterUp * 0.3f,
|
||||
-characterUp * 0.3f,
|
||||
characterRight * 0.2f,
|
||||
-characterRight * 0.2f
|
||||
};
|
||||
|
||||
foreach (var offset in offsets)
|
||||
{
|
||||
if (Physics.Raycast(rayOrigin + offset, rayDir, out RaycastHit hit, checkDistance,
|
||||
_motor.CollidableLayers, QueryTriggerInteraction.Ignore))
|
||||
{
|
||||
float dotWithUp = Mathf.Abs(Vector3.Dot(hit.normal, characterUp));
|
||||
if (dotWithUp < _surfaceAngleCos)
|
||||
{
|
||||
_wallNormal = hit.normal.normalized;
|
||||
_wallContactPoint = hit.point;
|
||||
|
||||
/*_wallTangentUp = Vector3.ProjectOnPlane(_motor.CharacterUp, _wallNormal).normalized;
|
||||
if (_wallTangentUp.sqrMagnitude < 0.01f) _wallTangentUp = Vector3.up;
|
||||
_wallTangentRight = Vector3.Cross(_wallNormal, _wallTangentUp).normalized;
|
||||
*/
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public void DetachFromWall(bool withImpulse)
|
||||
{
|
||||
if (!_isWallRunning) return;
|
||||
|
||||
_isWallRunning = false;
|
||||
|
||||
if (withImpulse && _motor != null)
|
||||
{
|
||||
Vector3 detachImpulse = -_wallNormal * WallDetachImpulse;
|
||||
_motor.BaseVelocity += detachImpulse;
|
||||
}
|
||||
}
|
||||
|
||||
public Vector3 GetWallNormal() => _wallNormal;
|
||||
public bool TryGetWallTangents(out Vector3 up, out Vector3 right)
|
||||
{
|
||||
if (!_isWallRunning)
|
||||
{
|
||||
up = right = Vector3.zero;
|
||||
return false;
|
||||
}
|
||||
up = _wallTangentUp;
|
||||
right = _wallTangentRight;
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool CanWallRun()
|
||||
{
|
||||
return !_isWallRunning && !_motor.GroundingStatus.IsStableOnGround;
|
||||
}
|
||||
|
||||
public void PerformWallJump(CharacterInputs inputs, Quaternion cameraRotation)
|
||||
{
|
||||
if (!_isWallRunning || _motor == null) return;
|
||||
|
||||
_isWallRunning = false;
|
||||
|
||||
Vector3 wallAway = _wallNormal;
|
||||
Vector3 wallUp = _wallTangentUp;
|
||||
|
||||
Vector3 playerForward = cameraRotation * Vector3.forward;
|
||||
|
||||
Vector3 forwardInWallPlane = Vector3.ProjectOnPlane(playerForward, _wallNormal).normalized;
|
||||
if (forwardInWallPlane.sqrMagnitude < 0.01f) forwardInWallPlane = _wallTangentRight;
|
||||
|
||||
Vector3 jumpDirection =
|
||||
forwardInWallPlane * 0.2f +
|
||||
wallAway * 0.4f +
|
||||
wallUp * 0.4f;
|
||||
|
||||
jumpDirection = jumpDirection.normalized;
|
||||
|
||||
float wallJumpForce = WallDetachImpulse * 2f;
|
||||
|
||||
Vector3 jumpImpulse = jumpDirection * wallJumpForce;
|
||||
|
||||
_motor.BaseVelocity += jumpImpulse;
|
||||
|
||||
_motor.SetPosition(_motor.TransientPosition + wallAway * 0.07f);
|
||||
|
||||
if (_motor.CharacterController is CustomCharacterController controller)
|
||||
{
|
||||
controller.BlockAbilities(0.12f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
+3
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4bef67aa9cf14753a63ea07eecc5ff67
|
||||
timeCreated: 1764263348
|
||||
+83
-91
@@ -28,44 +28,23 @@ namespace Code.Gameplay.Character.Controller
|
||||
// Подсистемы
|
||||
private CharacterInputHandler _inputHandler;
|
||||
private SlideMechanic _slideMechanic;
|
||||
private WallClimbMechanic _wallClimbMechanic;
|
||||
// private WallClimbMechanic _wallClimbMechanic;
|
||||
private WallRunningMechanic _wallRunningMechanic;
|
||||
private WallLeanMechanic _wallLeanMechanic;
|
||||
private GroundMovementSystem _groundMovement;
|
||||
private AirMovementSystem _airMovement;
|
||||
|
||||
public bool IsSliding => _slideMechanic.IsSliding;
|
||||
public bool IsWallRunning => _wallRunningMechanic.IsWallRunning;
|
||||
|
||||
private float abilityBlockTimer;
|
||||
private bool isAbilitiesBlocked;
|
||||
|
||||
private CharacterInputs _lastInputs;
|
||||
|
||||
public void SetPosition(Vector3 position) => motor.SetPosition(position);
|
||||
public void SetRotation(Quaternion rotation) => motor.SetRotation(rotation);
|
||||
|
||||
// Инициализация контроллера
|
||||
// private void Awake()
|
||||
// {
|
||||
// // Инициализация подсистем с параметрами из конфига
|
||||
// _inputHandler = new CharacterInputHandler(
|
||||
// _characterConfig.sprintAngleThreshold
|
||||
// );
|
||||
// _slideMechanic = new SlideMechanic(
|
||||
// _characterConfig.slideSpeed,
|
||||
// _characterConfig.slideDuration,
|
||||
// _characterConfig.slideCooldown
|
||||
// );
|
||||
// _wallClimbMechanic = new WallClimbMechanic(
|
||||
// _characterConfig.wallClimbSpeedFactor,
|
||||
// _characterConfig.minWallClimbSpeed,
|
||||
// _characterConfig.wallDetectionAngleThreshold
|
||||
// );
|
||||
// _wallLeanMechanic = new WallLeanMechanic(
|
||||
// _characterConfig.maxWallLeanAngle,
|
||||
// _characterConfig.wallLeanSharpness,
|
||||
// _characterConfig.wallLeanHeightScale
|
||||
// );
|
||||
// _groundMovement = new GroundMovementSystem(
|
||||
// _characterConfig.maxStableMoveSpeed,
|
||||
// _characterConfig.sprintMoveSpeed,
|
||||
// _characterConfig.stableMovementSharpness,
|
||||
// _characterConfig.jumpSpeed
|
||||
// );
|
||||
// _airMovement = new AirMovementSystem(_characterConfig.gravity);
|
||||
// }
|
||||
[Inject]
|
||||
private void Construct(CharacterConfig characterConfig)
|
||||
{
|
||||
@@ -79,16 +58,25 @@ namespace Code.Gameplay.Character.Controller
|
||||
_characterConfig.slideDuration,
|
||||
_characterConfig.slideCooldown
|
||||
);
|
||||
_wallClimbMechanic = new WallClimbMechanic(
|
||||
_characterConfig.wallClimbSpeedFactor,
|
||||
_characterConfig.minWallClimbSpeed,
|
||||
_characterConfig.wallDetectionAngleThreshold
|
||||
);
|
||||
// _wallClimbMechanic = new WallClimbMechanic(
|
||||
// _characterConfig.wallClimbSpeedFactor,
|
||||
// _characterConfig.minWallClimbSpeed,
|
||||
// _characterConfig.wallDetectionAngleThreshold
|
||||
// );
|
||||
_wallRunningMechanic = new WallRunningMechanic();
|
||||
// Настройка параметров WallRunningMechanic (можно вынести в конфиг позже)
|
||||
_wallRunningMechanic.MaxWallRunTime = 1.75f;
|
||||
_wallRunningMechanic.WallRunSpeed = 15.0f;
|
||||
_wallRunningMechanic.WallRunAcceleration = 25.0f;
|
||||
_wallRunningMechanic.WallRunGravityScale = 0.25f;
|
||||
_wallRunningMechanic.WallDetachImpulse = 7.0f;
|
||||
_wallRunningMechanic.WallContactAngleThreshold = 45.0f;
|
||||
|
||||
_wallLeanMechanic = new WallLeanMechanic(
|
||||
_characterConfig.maxWallLeanAngle,
|
||||
_characterConfig.wallLeanSharpness,
|
||||
_characterConfig.wallLeanHeightScale
|
||||
);
|
||||
_characterConfig.leanAngle,
|
||||
_characterConfig.leanThreshold,
|
||||
_characterConfig.leanSmoothSpeed
|
||||
);
|
||||
_groundMovement = new GroundMovementSystem(
|
||||
_characterConfig.maxStableMoveSpeed,
|
||||
_characterConfig.sprintMoveSpeed,
|
||||
@@ -101,31 +89,24 @@ namespace Code.Gameplay.Character.Controller
|
||||
motor.CharacterController = this; // Регистрация этого контроллера в движке
|
||||
_inputHandler.FirstPersonCameraRotation =
|
||||
motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
|
||||
_wallLeanMechanic.SetCharacterTransform(characterTransform);
|
||||
_wallLeanMechanic.SetModel(characterTransform);
|
||||
_wallRunningMechanic.Initialize(motor, _inputHandler);
|
||||
}
|
||||
|
||||
// Текущий режим камеры для адаптации поведения
|
||||
private CameraMode _currentCameraMode = CameraMode.FirstPerson;
|
||||
|
||||
// Инициализация контроллера
|
||||
// private void Start()
|
||||
// {
|
||||
// motor.CharacterController = this; // Регистрация этого контроллера в движке
|
||||
// _inputHandler.FirstPersonCameraRotation =
|
||||
// motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
|
||||
// _wallLeanMechanic.SetCharacterTransform(characterTransform);
|
||||
// }
|
||||
|
||||
// Обработка и преобразование входных данных от персонажа
|
||||
public void SetInputs(ref CharacterInputs inputs)
|
||||
{
|
||||
// Обновляем таймер перезарядки слайда
|
||||
_lastInputs = inputs;
|
||||
// Обновляем таймеры механик
|
||||
_slideMechanic.TickCooldown(Time.deltaTime);
|
||||
_wallClimbMechanic.TickCooldown(Time.deltaTime);
|
||||
// _wallClimbMechanic.TickCooldown(Time.deltaTime);
|
||||
_wallRunningMechanic.Tick(Time.deltaTime);
|
||||
|
||||
// Если активен слайд - игнорируем весь остальной ввод
|
||||
if (_slideMechanic.IsSliding)
|
||||
{
|
||||
// Во время слайда не обрабатываем движение, прыжки и спринт
|
||||
_inputHandler.MoveInputVector = Vector3.zero;
|
||||
_inputHandler.LookInputVector = Vector3.one;
|
||||
_inputHandler.IsSprinting = false;
|
||||
@@ -133,149 +114,160 @@ namespace Code.Gameplay.Character.Controller
|
||||
return;
|
||||
}
|
||||
|
||||
// Сохраняем текущий режим камеры
|
||||
_currentCameraMode = inputs.CameraMode;
|
||||
|
||||
if (isAbilitiesBlocked)
|
||||
{
|
||||
abilityBlockTimer -= Time.deltaTime;
|
||||
if (abilityBlockTimer <= 0)
|
||||
{
|
||||
isAbilitiesBlocked = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
inputs.SprintPressed = false;
|
||||
inputs.SlidePressed = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Обработка слайда
|
||||
_slideMechanic.RequestSlide(inputs.SlidePressed);
|
||||
|
||||
// Обработка остального ввода
|
||||
_inputHandler.ProcessInputs(ref inputs, motor);
|
||||
|
||||
// Передаём запрос прыжка напрямую в систему движения по земле
|
||||
// Передаём запрос прыжка
|
||||
_groundMovement.RequestJump(inputs.JumpPressed);
|
||||
}
|
||||
|
||||
// Обновление вращения персонажа на основе входных данных
|
||||
public void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
|
||||
{
|
||||
if (_slideMechanic.IsSliding || _wallClimbMechanic.IsClimbingActive) return;
|
||||
if (_slideMechanic.IsSliding) return;
|
||||
|
||||
switch (_currentCameraMode)
|
||||
{
|
||||
// В FirstPerson режиме применяем вращение камеры напрямую к персонажу (только горизонталь)
|
||||
case CameraMode.FirstPerson when _inputHandler.ShouldApplyCameraRotation:
|
||||
// Немедленно применяем горизонтальное вращение камеры к персонажу
|
||||
currentRotation = _inputHandler.FirstPersonCameraRotation;
|
||||
break;
|
||||
// В ThirdPerson режиме плавно поворачиваем персонаж в направлении движения
|
||||
case CameraMode.ThirdPerson:
|
||||
{
|
||||
// Вращение применяется только если есть направление движения и разрешена резкость вращения
|
||||
if (_inputHandler.LookInputVector.sqrMagnitude > 0 && _characterConfig.orientationSharpness > 0)
|
||||
{
|
||||
// Плавная интерполяция текущего направления к целевому с экспоненциальным сглаживанием
|
||||
var smoothedLookInputDirection = Vector3.Slerp(
|
||||
motor.CharacterForward,
|
||||
_inputHandler.LookInputVector,
|
||||
1f - Mathf.Exp(-_characterConfig.orientationSharpness * deltaTime)
|
||||
).normalized;
|
||||
|
||||
// Установка нового вращения смотря в сглаженном направлении
|
||||
currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, motor.CharacterUp);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
// Заготовка на будущее (если понадобится)
|
||||
case CameraMode.Static:
|
||||
case CameraMode.Cinematic:
|
||||
case CameraMode.Bogdan: // Скорее всего юзлес, но пускай будет
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Обновление скорости движения персонажа
|
||||
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
|
||||
{
|
||||
// Если во время слайда запрошен прыжок — прерываем слайд
|
||||
if (_slideMechanic.IsSliding && _groundMovement.JumpRequested)
|
||||
{
|
||||
_slideMechanic.EndSlide();
|
||||
}
|
||||
|
||||
// Проверяем запрос слайда и запускаем его если можно
|
||||
if (!_slideMechanic.IsSliding)
|
||||
{
|
||||
_slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation,
|
||||
_inputHandler.LookInputVector);
|
||||
}
|
||||
// Если активен слайд - обрабатываем отдельно
|
||||
else
|
||||
{
|
||||
_slideMechanic.HandleSlide(ref currentVelocity, deltaTime, motor);
|
||||
return;
|
||||
}
|
||||
|
||||
// === WALL RUNNING: обработка состояния ===
|
||||
if (_wallRunningMechanic.IsWallRunning)
|
||||
{
|
||||
// 🔄 Передаём актуальные данные для walljump
|
||||
if (_groundMovement.JumpRequested) // или _lastInputs.JumpPressed — зависит от логики
|
||||
{
|
||||
_wallRunningMechanic.PerformWallJump(_lastInputs, _inputHandler.FirstPersonCameraRotation);
|
||||
_groundMovement.CancelJumpRequest(); // сброс, чтобы не сработало дважды
|
||||
}
|
||||
else
|
||||
{
|
||||
_wallRunningMechanic.HandleWallRun(ref currentVelocity, _lastInputs, deltaTime);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Если персонаж находится на земле
|
||||
if (motor.GroundingStatus.IsStableOnGround)
|
||||
{
|
||||
_groundMovement.UpdateVelocity(ref currentVelocity, _inputHandler, motor, deltaTime);
|
||||
}
|
||||
// Если персонаж не находится на земле
|
||||
// Если персонаж не на земле — стандартное воздушное движение
|
||||
else
|
||||
{
|
||||
_airMovement.UpdateVelocity(ref currentVelocity, deltaTime);
|
||||
// Отменяем прыжок (фикс проблемы с двойным прыжком после приземления)
|
||||
_groundMovement.CancelJumpRequest();
|
||||
}
|
||||
}
|
||||
|
||||
// Метод вызывается перед обновлением персонажа (можно использовать для подготовки)
|
||||
public void BlockAbilities(float duration)
|
||||
{
|
||||
isAbilitiesBlocked = true;
|
||||
abilityBlockTimer = duration;
|
||||
}
|
||||
|
||||
public void BeforeCharacterUpdate(float deltaTime)
|
||||
{
|
||||
}
|
||||
|
||||
// Метод вызывается после обработки столкновения с землей
|
||||
public void PostGroundingUpdate(float deltaTime)
|
||||
{
|
||||
// Если во время слайда персонаж оторвался от земли - заканчиваем слайд
|
||||
if (_slideMechanic.IsSliding && !motor.GroundingStatus.IsStableOnGround)
|
||||
{
|
||||
_slideMechanic.EndSlide();
|
||||
}
|
||||
|
||||
if (motor.GroundingStatus.IsStableOnGround)
|
||||
{
|
||||
_wallClimbMechanic.ResetWallClimbSession();
|
||||
}
|
||||
}
|
||||
|
||||
// Метод вызывается после обновления персонажа
|
||||
public void AfterCharacterUpdate(float deltaTime)
|
||||
{
|
||||
_wallLeanMechanic.UpdateLean(motor, deltaTime);
|
||||
_wallLeanMechanic.Update(
|
||||
_wallRunningMechanic.IsWallRunning,
|
||||
_wallRunningMechanic.GetWallNormal(),
|
||||
motor.CharacterForward
|
||||
);
|
||||
}
|
||||
|
||||
// Проверка валидности коллайдера для обработки столкновений
|
||||
public bool IsColliderValidForCollisions(Collider coll)
|
||||
{
|
||||
return true; // Все коллайдеры считаются валидными для столкновений
|
||||
return true;
|
||||
}
|
||||
|
||||
// Обработка столкновения с землей (вызывается при приземлении)
|
||||
public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
|
||||
ref HitStabilityReport hitStabilityReport)
|
||||
{
|
||||
}
|
||||
|
||||
// Обработка столкновения при движении (вызывается при ударе о препятствие)
|
||||
public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
|
||||
ref HitStabilityReport hitStabilityReport)
|
||||
{
|
||||
if (_wallClimbMechanic.TryClimbWall(motor, hitNormal))
|
||||
_wallLeanMechanic.OnWallContact(motor, hitNormal, motor.TransientPosition.y);
|
||||
if (_wallRunningMechanic.TryStartWallRun(hitNormal, hitPoint))
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
// Обработка отчета о стабильности столкновения
|
||||
public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
|
||||
Vector3 atCharacterPosition,
|
||||
Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport)
|
||||
{
|
||||
}
|
||||
|
||||
// Обработка дискретных столкновений (для триггеров и специальных коллайдеров)
|
||||
public void OnDiscreteCollisionDetected(Collider hitCollider)
|
||||
{
|
||||
}
|
||||
|
||||
@@ -5,19 +5,44 @@ namespace Code.Gameplay.Door
|
||||
{
|
||||
public class CinematicDoorOpening
|
||||
{
|
||||
public DamnDoor DamnDoor;
|
||||
public Light DoorLight;
|
||||
private MainMenuDoor _mainMenuDoor;
|
||||
private Light _doorLight;
|
||||
|
||||
public void PreOpen(bool start)
|
||||
public CinematicDoorOpening(MainMenuDoor mainMenuDoor, Light doorLight)
|
||||
{
|
||||
DoorLight.DOColor(start ? Color.yellow : Color.red, 0.2f);
|
||||
_mainMenuDoor = mainMenuDoor;
|
||||
_doorLight = doorLight;
|
||||
}
|
||||
public void PreOpen(int type)
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case 0:
|
||||
_doorLight.DOColor(Color.green, 0.2f);
|
||||
break;
|
||||
case 1:
|
||||
_doorLight.DOColor(Color.yellow, 0.2f);
|
||||
break;
|
||||
case 2:
|
||||
_doorLight.DOColor(Color.red, 0.2f);
|
||||
break;
|
||||
}
|
||||
|
||||
DamnDoor.Petlya.DORotate(new Vector3(0, -40, 0), 1f);
|
||||
_mainMenuDoor.Petlya.DORotate(new Vector3(0, -10, 0), 1f);
|
||||
}
|
||||
|
||||
public void Close()
|
||||
{
|
||||
DamnDoor.Petlya.DORotate(new Vector3(0, 0, 0), 1f);
|
||||
_mainMenuDoor.Petlya.DORotate(new Vector3(0, 0, 0), 1f);
|
||||
}
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class MainMenuUIVariables
|
||||
{
|
||||
public MainMenuDoor MainMenuDoor;
|
||||
public Light DoorLight;
|
||||
public Color ButtonDefaultColor;
|
||||
public Color ButtonHoverColor;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,23 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Door
|
||||
{
|
||||
public class Door : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private Transform hingeJointAnchor;
|
||||
[SerializeField] private HingeJoint hingeJoint;
|
||||
[SerializeField] private Rigidbody rigidbody;
|
||||
|
||||
public void TranslationMode(bool on)
|
||||
{
|
||||
if (on)
|
||||
{
|
||||
rigidbody.isKinematic = true;
|
||||
return;
|
||||
}
|
||||
rigidbody.isKinematic = false;
|
||||
hingeJoint.autoConfigureConnectedAnchor = false;
|
||||
hingeJoint.connectedAnchor = hingeJointAnchor.position;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bc9fc6ce2cc24b68b2b330e4fd029b80
|
||||
timeCreated: 1764304430
|
||||
+1
-1
@@ -2,7 +2,7 @@ using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Door
|
||||
{
|
||||
public class DamnDoor : MonoBehaviour
|
||||
public class MainMenuDoor : MonoBehaviour
|
||||
{
|
||||
[SerializeField] Rigidbody rigidbody;
|
||||
[SerializeField] private Transform petlya;
|
||||
File renamed without changes.
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3b36108558824d748620db29707cd2b1
|
||||
timeCreated: 1763228467
|
||||
@@ -0,0 +1,203 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.AI;
|
||||
using Code.Gameplay.Player;
|
||||
using Code.Gameplay.Character.Controller;
|
||||
using Code.Gameplay.Character.Core;
|
||||
using Reflex.Attributes;
|
||||
using Reflex.Core;
|
||||
using Reflex.Injectors;
|
||||
|
||||
namespace Code.Gameplay.Enemies
|
||||
{
|
||||
public abstract class BaseEnemy : MonoBehaviour
|
||||
{
|
||||
[SerializeField] protected NavMeshAgent agent;
|
||||
[SerializeField] protected Collider enemyCollider;
|
||||
|
||||
protected int Damage;
|
||||
protected float AttackCooldown;
|
||||
|
||||
protected float DetectionRange;
|
||||
protected float AttackRange;
|
||||
|
||||
protected float Speed;
|
||||
|
||||
protected bool IsStunnable;
|
||||
protected float StunDuration;
|
||||
|
||||
protected bool UsesIdleMovement;
|
||||
protected float IdleWanderRadius;
|
||||
protected float IdleMoveDurationMin;
|
||||
protected float IdleMoveDurationMax;
|
||||
protected float IdlePauseDurationMin;
|
||||
protected float IdlePauseDurationMax;
|
||||
|
||||
private bool _isStunned;
|
||||
private float _currentStunTimer;
|
||||
|
||||
private bool _canAttack = true;
|
||||
private float _attackCooldownTimer;
|
||||
|
||||
private enum IdleState { Moving, Paused }
|
||||
private IdleState _currentIdleState = IdleState.Paused;
|
||||
private float _idleTimer;
|
||||
private Vector3 _idleTargetPosition;
|
||||
|
||||
[Inject] private IPlayerProvider _playerProvider;
|
||||
protected CharacterProvider Player => _playerProvider?.Character;
|
||||
protected PlayerHealth PlayerHealth => _playerProvider?.Health;
|
||||
protected CustomCharacterController PlayerController => Player?.CustomCharacterController;
|
||||
|
||||
protected virtual void Awake()
|
||||
{
|
||||
if (_playerProvider == null)
|
||||
{
|
||||
AttributeInjector.Inject(this, Container.ProjectContainer);
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void Update()
|
||||
{
|
||||
if (!Player) return;
|
||||
|
||||
HandleStun();
|
||||
HandleAttackCooldown();
|
||||
if (_isStunned) return;
|
||||
|
||||
HandleMovement();
|
||||
HandleAttack();
|
||||
}
|
||||
|
||||
protected virtual void HandleMovement()
|
||||
{
|
||||
if (!Player || !agent) return;
|
||||
|
||||
var distanceToPlayer = Vector3.Distance(transform.position, Player.transform.position);
|
||||
|
||||
if (distanceToPlayer <= DetectionRange)
|
||||
{
|
||||
agent.isStopped = false;
|
||||
agent.SetDestination(Player.transform.position);
|
||||
}
|
||||
else if (UsesIdleMovement)
|
||||
{
|
||||
HandleIdleMovement();
|
||||
}
|
||||
else
|
||||
{
|
||||
agent.isStopped = true;
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void HandleIdleMovement()
|
||||
{
|
||||
_idleTimer -= Time.deltaTime;
|
||||
|
||||
switch (_currentIdleState)
|
||||
{
|
||||
case IdleState.Paused:
|
||||
if (_idleTimer <= 0f)
|
||||
{
|
||||
// Start moving to a new random point
|
||||
_currentIdleState = IdleState.Moving;
|
||||
SetNewIdleDestination();
|
||||
_idleTimer = Random.Range(IdleMoveDurationMin, IdleMoveDurationMax);
|
||||
agent.isStopped = false;
|
||||
}
|
||||
break;
|
||||
|
||||
case IdleState.Moving:
|
||||
if (_idleTimer <= 0f || HasReachedIdleDestination())
|
||||
{
|
||||
// Stop and pause
|
||||
_currentIdleState = IdleState.Paused;
|
||||
_idleTimer = Random.Range(IdlePauseDurationMin, IdlePauseDurationMax);
|
||||
agent.isStopped = true;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void SetNewIdleDestination()
|
||||
{
|
||||
Vector3 randomPoint = transform.position + Random.insideUnitSphere * IdleWanderRadius;
|
||||
NavMeshHit hit;
|
||||
if (NavMesh.SamplePosition(randomPoint, out hit, 3f, agent.areaMask))
|
||||
{
|
||||
_idleTargetPosition = hit.position;
|
||||
agent.SetDestination(_idleTargetPosition);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Fallback: stay
|
||||
_idleTargetPosition = transform.position;
|
||||
}
|
||||
}
|
||||
|
||||
private bool HasReachedIdleDestination()
|
||||
{
|
||||
return agent.remainingDistance <= agent.stoppingDistance;
|
||||
}
|
||||
|
||||
protected virtual void HandleAttack() { }
|
||||
|
||||
protected virtual void HandleStun()
|
||||
{
|
||||
if (!_isStunned || !IsStunnable) return;
|
||||
|
||||
_currentStunTimer -= Time.deltaTime;
|
||||
|
||||
if (!(_currentStunTimer <= 0)) return;
|
||||
|
||||
_isStunned = false;
|
||||
agent.isStopped = false;
|
||||
enemyCollider.enabled = true;
|
||||
}
|
||||
|
||||
protected virtual void ApplyStun()
|
||||
{
|
||||
_isStunned = true;
|
||||
_currentStunTimer = StunDuration;
|
||||
agent.isStopped = true;
|
||||
enemyCollider.enabled = false;
|
||||
}
|
||||
|
||||
protected virtual void HandleAttackCooldown()
|
||||
{
|
||||
if (!_canAttack)
|
||||
{
|
||||
_attackCooldownTimer -= Time.deltaTime;
|
||||
if (_attackCooldownTimer <= 0)
|
||||
{
|
||||
_canAttack = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void DealDamage()
|
||||
{
|
||||
if (!_canAttack || PlayerHealth == null) return;
|
||||
|
||||
PlayerHealth.GetDamage(Damage);
|
||||
ApplyEffectsToPlayer();
|
||||
|
||||
_canAttack = false;
|
||||
_attackCooldownTimer = AttackCooldown;
|
||||
}
|
||||
|
||||
protected virtual void ApplyEffectsToPlayer()
|
||||
{
|
||||
if (PlayerController)
|
||||
PlayerController.BlockAbilities(3f);
|
||||
}
|
||||
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
Gizmos.color = Color.yellow;
|
||||
Gizmos.DrawWireSphere(transform.position, DetectionRange);
|
||||
|
||||
Gizmos.color = new Color(0.3f, 0.3f, 0.8f, 0.4f);
|
||||
Gizmos.DrawSphere(transform.position, AttackRange);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 691006ba0f69448787db8f350ecf32f4
|
||||
timeCreated: 1763228480
|
||||
@@ -0,0 +1,55 @@
|
||||
using Code.Configs;
|
||||
using Reflex.Attributes;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AI;
|
||||
|
||||
namespace Code.Gameplay.Enemies
|
||||
{
|
||||
public class Cockroach : BaseEnemy
|
||||
{
|
||||
[Inject]
|
||||
private void Construct(CockroachConfig cockroachConfig)
|
||||
{
|
||||
Damage = cockroachConfig.damage;
|
||||
AttackCooldown = cockroachConfig.attackCooldown;
|
||||
|
||||
DetectionRange = cockroachConfig.detectionRange;
|
||||
AttackRange = cockroachConfig.attackRange;
|
||||
|
||||
Speed = cockroachConfig.speed;
|
||||
|
||||
IsStunnable = cockroachConfig.isStunnable;
|
||||
StunDuration = cockroachConfig.stunDuration;
|
||||
|
||||
UsesIdleMovement = cockroachConfig.usesIdleMovement;
|
||||
IdleWanderRadius = cockroachConfig.idleWanderRadius;
|
||||
IdleMoveDurationMin = cockroachConfig.idleMoveDurationMin;
|
||||
IdleMoveDurationMax = cockroachConfig.idleMoveDurationMax;
|
||||
IdleMoveDurationMin = cockroachConfig.idleMoveDurationMin;
|
||||
IdleMoveDurationMax = cockroachConfig.idleMoveDurationMax;
|
||||
IdlePauseDurationMin = cockroachConfig.idlePauseDurationMin;
|
||||
IdlePauseDurationMax = cockroachConfig.idlePauseDurationMax;
|
||||
}
|
||||
|
||||
protected override void Awake()
|
||||
{
|
||||
base.Awake();
|
||||
|
||||
if (agent == null) return;
|
||||
|
||||
var walkableArea = NavMesh.GetAreaFromName("Cockroach");
|
||||
agent.areaMask = 1 << walkableArea;
|
||||
}
|
||||
|
||||
protected override void HandleAttack()
|
||||
{
|
||||
if (!Player) return;
|
||||
|
||||
var distance = Vector3.Distance(transform.position, Player.transform.position);
|
||||
|
||||
if (!(distance <= AttackRange)) return;
|
||||
|
||||
DealDamage();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 119c0b675c944ed7ada6cdc8db4b04aa
|
||||
timeCreated: 1763228933
|
||||
@@ -0,0 +1,58 @@
|
||||
using Code.Configs;
|
||||
using Reflex.Attributes;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AI;
|
||||
|
||||
namespace Code.Gameplay.Enemies
|
||||
{
|
||||
public class DrunkenGrandpa : BaseEnemy
|
||||
{
|
||||
[Inject]
|
||||
private void Construct(DrunkenGrandpaConfig drunkenGrandpaConfig)
|
||||
{
|
||||
Damage = drunkenGrandpaConfig.damage;
|
||||
AttackCooldown = drunkenGrandpaConfig.attackCooldown;
|
||||
|
||||
DetectionRange = drunkenGrandpaConfig.detectionRange;
|
||||
AttackRange = drunkenGrandpaConfig.attackRange;
|
||||
|
||||
Speed = drunkenGrandpaConfig.speed;
|
||||
|
||||
IsStunnable = drunkenGrandpaConfig.isStunnable;
|
||||
StunDuration = drunkenGrandpaConfig.stunDuration;
|
||||
|
||||
UsesIdleMovement = drunkenGrandpaConfig.usesIdleMovement;
|
||||
IdleWanderRadius = drunkenGrandpaConfig.idleWanderRadius;
|
||||
IdleMoveDurationMin = drunkenGrandpaConfig.idleMoveDurationMin;
|
||||
IdleMoveDurationMax = drunkenGrandpaConfig.idleMoveDurationMax;
|
||||
IdleMoveDurationMin = drunkenGrandpaConfig.idleMoveDurationMin;
|
||||
IdleMoveDurationMax = drunkenGrandpaConfig.idleMoveDurationMax;
|
||||
IdlePauseDurationMin = drunkenGrandpaConfig.idlePauseDurationMin;
|
||||
IdlePauseDurationMax = drunkenGrandpaConfig.idlePauseDurationMax;
|
||||
}
|
||||
|
||||
protected override void Awake()
|
||||
{
|
||||
base.Awake();
|
||||
|
||||
if (agent == null) return;
|
||||
|
||||
var walkableArea = NavMesh.GetAreaFromName("Walkable");
|
||||
agent.areaMask = 1 << walkableArea;
|
||||
}
|
||||
|
||||
protected override void HandleAttack()
|
||||
{
|
||||
if (!Player) return;
|
||||
|
||||
var distance = Vector3.Distance(transform.position, Player.transform.position);
|
||||
|
||||
if (!(distance <= AttackRange)) return;
|
||||
|
||||
if (Player.CustomCharacterController.IsSliding)
|
||||
ApplyStun();
|
||||
else
|
||||
DealDamage();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5e77164596e249bca15e09cdfc9ddac2
|
||||
timeCreated: 1763228910
|
||||
@@ -0,0 +1,55 @@
|
||||
using System;
|
||||
using Code.Configs;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using Reflex.Attributes;
|
||||
using Reflex.Core;
|
||||
using Reflex.Injectors;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
|
||||
namespace Code.Gameplay.Enemies
|
||||
{
|
||||
public class EnemyFactory : IEnemyFactory
|
||||
{
|
||||
[Inject] private FogConfig _fogConfig;
|
||||
[Inject] private DrunkenGrandpaConfig _drunkenGrandpaConfig;
|
||||
[Inject] private CockroachConfig _cockroachConfig;
|
||||
|
||||
public async UniTask<BaseEnemy> CreateEnemy(EnemyType type, Vector3? position = null, Quaternion? rotation = null)
|
||||
{
|
||||
var prefabRef = GetEnemyPrefab(type);
|
||||
|
||||
var enemyObj = await Addressables
|
||||
.InstantiateAsync(
|
||||
prefabRef,
|
||||
position: position ?? Vector3.zero,
|
||||
rotation: rotation ?? Quaternion.identity
|
||||
)
|
||||
.ToUniTask();
|
||||
|
||||
AttributeInjector.Inject(enemyObj, Container.ProjectContainer);
|
||||
|
||||
return enemyObj.GetComponent<BaseEnemy>();
|
||||
}
|
||||
|
||||
public void ReleaseEnemy(BaseEnemy enemy)
|
||||
{
|
||||
if (enemy == null) return;
|
||||
|
||||
enemy.gameObject.SetActive(false);
|
||||
|
||||
Addressables.ReleaseInstance(enemy.gameObject);
|
||||
}
|
||||
|
||||
private AssetReference GetEnemyPrefab(EnemyType type)
|
||||
{
|
||||
return type switch
|
||||
{
|
||||
EnemyType.Fog => _fogConfig.fogPrefab,
|
||||
EnemyType.DrunkenGrandpa => _drunkenGrandpaConfig.drunkenGrandpaPrefab,
|
||||
EnemyType.Cockroach => _cockroachConfig.cockroachPrefab,
|
||||
_ => throw new ArgumentOutOfRangeException(nameof(type), type, null)
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2f9328c54d334b0c85ce44b0aa7add44
|
||||
timeCreated: 1764168610
|
||||
@@ -0,0 +1,84 @@
|
||||
using Code.Gameplay.Player;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using Reflex.Attributes;
|
||||
using Reflex.Core;
|
||||
using Reflex.Injectors;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Enemies
|
||||
{
|
||||
public class EnemySpawner : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private EnemyType spawnerType;
|
||||
[SerializeField] private float spawnRadius = 40f;
|
||||
[SerializeField] private float despawnRadius = 50f;
|
||||
|
||||
[Inject] private IPlayerProvider _playerProvider;
|
||||
[Inject] private IEnemyFactory _enemyFactory;
|
||||
|
||||
private BaseEnemy _spawnedEnemy;
|
||||
private bool _isSpawning;
|
||||
private bool _isPlayerInRange;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (_playerProvider == null || _enemyFactory == null)
|
||||
{
|
||||
AttributeInjector.Inject(this, Container.ProjectContainer);
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!_playerProvider?.Character)
|
||||
return;
|
||||
|
||||
var distanceToPlayer = Vector3.Distance(transform.position, _playerProvider.Character.transform.position);
|
||||
|
||||
var wasInRange = _isPlayerInRange;
|
||||
_isPlayerInRange = distanceToPlayer <= spawnRadius;
|
||||
|
||||
switch (_isPlayerInRange)
|
||||
{
|
||||
case true when !_spawnedEnemy && !_isSpawning && !wasInRange:
|
||||
Spawn().Forget();
|
||||
break;
|
||||
case false when _spawnedEnemy && distanceToPlayer > despawnRadius:
|
||||
Despawn();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private async UniTask Spawn()
|
||||
{
|
||||
if (_spawnedEnemy || _isSpawning) return;
|
||||
|
||||
_isSpawning = true;
|
||||
var enemy = await _enemyFactory.CreateEnemy(
|
||||
spawnerType,
|
||||
transform.position,
|
||||
transform.rotation
|
||||
);
|
||||
|
||||
_spawnedEnemy = enemy;
|
||||
_isSpawning = false;
|
||||
}
|
||||
|
||||
private void Despawn()
|
||||
{
|
||||
if (_spawnedEnemy == null) return;
|
||||
|
||||
_enemyFactory.ReleaseEnemy(_spawnedEnemy);
|
||||
_spawnedEnemy = null;
|
||||
}
|
||||
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
Gizmos.color = new Color(0, 1, 0, 0.5f);
|
||||
Gizmos.DrawSphere(transform.position, spawnRadius);
|
||||
|
||||
Gizmos.color = new Color(1, 0, 0, 0.2f);
|
||||
Gizmos.DrawSphere(transform.position, despawnRadius);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e87d9529de45409781ec5bfc356518c7
|
||||
timeCreated: 1764225519
|
||||
@@ -0,0 +1,9 @@
|
||||
namespace Code.Gameplay.Enemies
|
||||
{
|
||||
public enum EnemyType
|
||||
{
|
||||
Fog,
|
||||
DrunkenGrandpa,
|
||||
Cockroach
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5430cad1a8c44516944259a428de641e
|
||||
timeCreated: 1764168839
|
||||
@@ -0,0 +1,68 @@
|
||||
using Code.Configs;
|
||||
using Reflex.Attributes;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Enemies
|
||||
{
|
||||
public class Fog : BaseEnemy
|
||||
{
|
||||
[Inject]
|
||||
private void Construct(FogConfig fogConfig)
|
||||
{
|
||||
Damage = fogConfig.damage;
|
||||
AttackCooldown = fogConfig.attackCooldown;
|
||||
|
||||
DetectionRange = fogConfig.detectionRange;
|
||||
AttackRange = fogConfig.attackRange;
|
||||
|
||||
Speed = fogConfig.speed;
|
||||
|
||||
IsStunnable = fogConfig.isStunnable;
|
||||
StunDuration = fogConfig.stunDuration;
|
||||
|
||||
UsesIdleMovement = fogConfig.usesIdleMovement;
|
||||
IdleWanderRadius = fogConfig.idleWanderRadius;
|
||||
IdleMoveDurationMin = fogConfig.idleMoveDurationMin;
|
||||
IdleMoveDurationMax = fogConfig.idleMoveDurationMax;
|
||||
IdleMoveDurationMin = fogConfig.idleMoveDurationMin;
|
||||
IdleMoveDurationMax = fogConfig.idleMoveDurationMax;
|
||||
IdlePauseDurationMin = fogConfig.idlePauseDurationMin;
|
||||
IdlePauseDurationMax = fogConfig.idlePauseDurationMax;
|
||||
}
|
||||
|
||||
protected override void Awake()
|
||||
{
|
||||
base.Awake();
|
||||
|
||||
if (agent == null) return;
|
||||
agent.enabled = false;
|
||||
Destroy(agent);
|
||||
}
|
||||
|
||||
protected override void HandleMovement()
|
||||
{
|
||||
if (!Player) return;
|
||||
|
||||
var direction = (Player.transform.position - transform.position).normalized;
|
||||
transform.position += direction * (Speed * Time.deltaTime);
|
||||
}
|
||||
|
||||
protected override void HandleAttack()
|
||||
{
|
||||
if (!Player || PlayerHealth == null) return;
|
||||
|
||||
var distance = Vector3.Distance(transform.position, Player.transform.position);
|
||||
|
||||
if (!(distance < AttackRange)) return;
|
||||
|
||||
PlayerHealth.GetDamage(PlayerHealth.MaxHealthPoints);
|
||||
base.ApplyEffectsToPlayer();
|
||||
}
|
||||
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
Gizmos.color = new Color(0.3f, 0.3f, 0.8f, 0.4f);
|
||||
Gizmos.DrawSphere(transform.position, AttackRange);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4c70370426e4457aa9a56c77689158ff
|
||||
timeCreated: 1763228955
|
||||
@@ -0,0 +1,11 @@
|
||||
using Cysharp.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Enemies
|
||||
{
|
||||
public interface IEnemyFactory
|
||||
{
|
||||
UniTask<BaseEnemy> CreateEnemy(EnemyType type, Vector3? position, Quaternion? rotation);
|
||||
void ReleaseEnemy(BaseEnemy enemy);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 68eb3027a07042b991aa1893ddd14368
|
||||
timeCreated: 1764168497
|
||||
@@ -2,19 +2,24 @@ namespace Code.Gameplay.Orders.Order
|
||||
{
|
||||
public interface IOrderService
|
||||
{
|
||||
delegate void OrderFailureDelegate();
|
||||
|
||||
delegate void OrderProgressDelegate(float time);
|
||||
|
||||
event OrderProgressDelegate OnOrderGiven;
|
||||
event OrderProgressDelegate OnOrderRecieved;
|
||||
event OrderFailureDelegate OnOrderFailure;
|
||||
|
||||
delegate void OrderDeliveredDelegate(int score, float time);
|
||||
|
||||
event OrderDeliveredDelegate OnOrderDelivered;
|
||||
OrderState OrderState { get; }
|
||||
float DeliveryTimer { get; }
|
||||
void RoomPassed();
|
||||
float DecreaseTimer(float delta);
|
||||
void DecreaseTimer(float delta);
|
||||
void OrderGive();
|
||||
void OrderRecieved();
|
||||
void OrderDelivered();
|
||||
void OrderFailed();
|
||||
}
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
namespace Code.Gameplay.Orders.Order
|
||||
{
|
||||
public interface IScoreService
|
||||
{
|
||||
int Score { get; }
|
||||
void IncreaseScore(int amount);
|
||||
void DecreaseScore(int amount);
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 64668c9ef4c441af84c635365cfbb2de
|
||||
timeCreated: 1763559523
|
||||
@@ -11,7 +11,7 @@ namespace Code.Gameplay.Orders.Order
|
||||
{
|
||||
[Inject] private IOrderService _orderService;
|
||||
public Rigidbody rigidbody;
|
||||
[SerializeField] private bool _pickupMode;
|
||||
private bool _pickupMode;
|
||||
// [SerializeField] private AnimationCurve debugCurve;
|
||||
|
||||
//DEBUG
|
||||
@@ -33,7 +33,7 @@ namespace Code.Gameplay.Orders.Order
|
||||
}
|
||||
public void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (!_pickupMode) return;
|
||||
if (!_pickupMode || !other.CompareTag("Player")) return;
|
||||
|
||||
_orderService.OrderRecieved();
|
||||
Destroy(gameObject);
|
||||
@@ -41,9 +41,7 @@ namespace Code.Gameplay.Orders.Order
|
||||
|
||||
public async UniTaskVoid SwitchMode()
|
||||
{
|
||||
Debug.LogWarning("Activating");
|
||||
await UniTask.WaitForSeconds(_activationTime);
|
||||
Debug.LogWarning("Available");
|
||||
_pickupMode = true;
|
||||
rigidbody.isKinematic = true;
|
||||
_capturedPosition = transform.position;
|
||||
@@ -62,7 +60,6 @@ namespace Code.Gameplay.Orders.Order
|
||||
if (_timeForMoving > _curveLength) _timeForMoving = 0;
|
||||
|
||||
transform.position = _capturedPosition + new Vector3(0, _floatingCurve.Evaluate(_timeForMoving), 0);
|
||||
Debug.Log(transform.position);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -14,18 +14,20 @@ namespace Code.Gameplay.Orders.Order
|
||||
hatch.DORotate(new Vector3(-130f, 0, 0), 0.2f);
|
||||
|
||||
order.rigidbody.isKinematic = false;
|
||||
order.rigidbody.AddForce(-transform.forward * 10f, ForceMode.Impulse);
|
||||
order.rigidbody.AddForce(-transform.forward * 1f, ForceMode.Impulse);
|
||||
|
||||
order.SwitchMode();
|
||||
}
|
||||
|
||||
// DEBUG TODO ДИМКА УДАЛИ И ПРОПИШИ В СВОЕЙ ЛОГИКЕ
|
||||
public void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if(_activated) return;
|
||||
_activated = true;
|
||||
|
||||
ThrowOrder();
|
||||
order.SwitchMode();
|
||||
}
|
||||
// public void OnTriggerEnter(Collider other)
|
||||
// {
|
||||
// if(_activated) return;
|
||||
// _activated = true;
|
||||
//
|
||||
// ThrowOrder();
|
||||
// order.SwitchMode();
|
||||
// }
|
||||
// DEBUG
|
||||
}
|
||||
}
|
||||
@@ -1,6 +1,6 @@
|
||||
using Code.Audio;
|
||||
using Code.Configs;
|
||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
namespace Code.Gameplay.Orders.Order
|
||||
{
|
||||
@@ -9,11 +9,13 @@ namespace Code.Gameplay.Orders.Order
|
||||
public event IOrderService.OrderProgressDelegate OnOrderGiven;
|
||||
public event IOrderService.OrderProgressDelegate OnOrderRecieved;
|
||||
public event IOrderService.OrderDeliveredDelegate OnOrderDelivered;
|
||||
public event IOrderService.OrderFailureDelegate OnOrderFailure;
|
||||
|
||||
private OrderState _orderState;
|
||||
public OrderState OrderState => _orderState;
|
||||
|
||||
private float _deliveryTimer = 0.0f;
|
||||
private float _deliveryTimer;
|
||||
public float DeliveryTimer => _deliveryTimer;
|
||||
|
||||
private Vector2 _timeBounds;
|
||||
private float _koefRooms, _koefOvertime;
|
||||
@@ -30,11 +32,9 @@ namespace Code.Gameplay.Orders.Order
|
||||
}
|
||||
|
||||
public void RoomPassed() => _roomsPassed++;
|
||||
public float DecreaseTimer(float delta)
|
||||
{
|
||||
return _deliveryTimer -= delta;
|
||||
}
|
||||
public void DecreaseTimer(float delta) => _deliveryTimer -= delta;
|
||||
|
||||
// Вызываются триггерами
|
||||
public void OrderGive()
|
||||
{
|
||||
_orderState = OrderState.Given;
|
||||
@@ -49,9 +49,16 @@ namespace Code.Gameplay.Orders.Order
|
||||
_orderState = OrderState.Recieved;
|
||||
OnOrderRecieved?.Invoke(_deliveryTimer);
|
||||
}
|
||||
public void OrderFailed() => OnOrderFailure?.Invoke();
|
||||
|
||||
public void OrderDelivered()
|
||||
{
|
||||
if (_orderState != OrderState.Recieved)
|
||||
{
|
||||
OnOrderFailure?.Invoke();
|
||||
return;
|
||||
}
|
||||
|
||||
_orderState = OrderState.Delivered;
|
||||
|
||||
int score = (int)(_koefRooms * _roomsPassed + _deliveryTimer * _koefOvertime);
|
||||
|
||||
@@ -0,0 +1,17 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Orders.Order
|
||||
{
|
||||
public class RoomDispenserTrigger : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private OrderDispenser orderDispenser;
|
||||
private bool _playerEntered;
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (_playerEntered || !other.CompareTag("Player")) return;
|
||||
orderDispenser.ThrowOrder();
|
||||
_playerEntered = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 630780fe69aa45eda7d4bcf966516c7d
|
||||
timeCreated: 1764313014
|
||||
@@ -1,11 +0,0 @@
|
||||
namespace Code.Gameplay.Orders.Order
|
||||
{
|
||||
public class ScoreService : IScoreService
|
||||
{
|
||||
private int _score;
|
||||
public int Score => _score;
|
||||
|
||||
public void IncreaseScore(int amount) => _score += amount;
|
||||
public void DecreaseScore(int amount) => _score -= amount;
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 619f2425460843aaa1f0f21e302158ce
|
||||
timeCreated: 1763559528
|
||||
@@ -8,7 +8,6 @@ namespace Code.Gameplay.Player
|
||||
public interface IPlayerFactory
|
||||
{
|
||||
PlayerHealth CreatePlayerHealth(int count = -1);
|
||||
PlayerMoney CreatePlayerMoney(int count = 0);
|
||||
UniTask<CharacterProvider> CreatePlayer();
|
||||
void ReleasePlayer(CharacterProvider characterProvider);
|
||||
UniTask<ArmsMeshProvider> CreateArms(Transform papochka);
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
using Code.Gameplay.Character.Core;
|
||||
|
||||
namespace Code.Gameplay.Player
|
||||
{
|
||||
public interface IPlayerProvider
|
||||
{
|
||||
CharacterProvider Character { get; }
|
||||
PlayerHealth Health { get; }
|
||||
bool IsSpawned { get; }
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8fdfaa773e8645d5a2d400c0317b9894
|
||||
timeCreated: 1763237368
|
||||
@@ -0,0 +1,10 @@
|
||||
namespace Code.Gameplay.Player
|
||||
{
|
||||
public interface IPlayerScore
|
||||
{
|
||||
event PlayerScore.OnScoreGetDelegate OnScoreGet;
|
||||
event PlayerScore.OnScoreLooseDelegate OnScoreLoose;
|
||||
int Score { get; }
|
||||
void UpdateScore(int amount);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5084b2568ebd4cddaef2154e5ad1f870
|
||||
timeCreated: 1763890486
|
||||
@@ -14,6 +14,7 @@ namespace Code.Gameplay.Player
|
||||
public class PlayerFactory : IPlayerFactory
|
||||
{
|
||||
[Inject] PlayerConfig _playerConfig;
|
||||
[Inject] private IPlayerProvider _playerProvider;
|
||||
|
||||
public PlayerHealth CreatePlayerHealth(int count = -1)
|
||||
{
|
||||
@@ -21,18 +22,23 @@ namespace Code.Gameplay.Player
|
||||
|
||||
return new(count);
|
||||
}
|
||||
public PlayerMoney CreatePlayerMoney(int count = 0) => new(count);
|
||||
|
||||
public async UniTask<CharacterProvider> CreatePlayer()
|
||||
{
|
||||
CharacterProvider characterProvider = (await Addressables.InstantiateAsync(_playerConfig.characterPrefab).ToUniTask()).GetComponent<CharacterProvider>();
|
||||
AttributeInjector.Inject(characterProvider, Container.ProjectContainer);
|
||||
AttributeInjector.Inject(characterProvider.CustomCharacterController, Container.ProjectContainer);
|
||||
return characterProvider;
|
||||
var go = await Addressables.InstantiateAsync(_playerConfig.characterPrefab).ToUniTask();
|
||||
var provider = go.GetComponent<CharacterProvider>();
|
||||
|
||||
AttributeInjector.Inject(provider, Container.ProjectContainer);
|
||||
AttributeInjector.Inject(provider.CustomCharacterController, Container.ProjectContainer);
|
||||
|
||||
((PlayerProvider)_playerProvider).SetPlayer(provider, _playerConfig);
|
||||
|
||||
return provider;
|
||||
}
|
||||
|
||||
public void ReleasePlayer(CharacterProvider characterProvider)
|
||||
{
|
||||
((PlayerProvider)_playerProvider).ClearPlayer();
|
||||
Addressables.ReleaseInstance(characterProvider.gameObject);
|
||||
}
|
||||
|
||||
|
||||
@@ -28,5 +28,11 @@ namespace Code.Gameplay.Player
|
||||
_healthPoints = maxHealthPoints;
|
||||
MaxHealthPoints = maxHealthPoints;
|
||||
}
|
||||
|
||||
public void InstaKill()
|
||||
{
|
||||
_healthPoints = 0;
|
||||
OnDeath?.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,26 +0,0 @@
|
||||
namespace Code.Gameplay.Player
|
||||
{
|
||||
public class PlayerMoney
|
||||
{
|
||||
public delegate void OnMoneyGetDelegate(int count, int money);
|
||||
public event OnMoneyGetDelegate OnMoneyGet;
|
||||
public delegate void OnMoneyLooseDelegate(int count, int money);
|
||||
public event OnMoneyLooseDelegate OnMoneyLoose;
|
||||
|
||||
private int _money;
|
||||
public int Money => _money;
|
||||
|
||||
public void GiveMoney(int amount)
|
||||
{
|
||||
_money += amount;
|
||||
OnMoneyGet?.Invoke(amount, _money);
|
||||
}
|
||||
public void LooseMoney(int amount)
|
||||
{
|
||||
_money -= amount;
|
||||
OnMoneyLoose?.Invoke(amount, _money);
|
||||
}
|
||||
|
||||
public PlayerMoney(int money) => _money = money;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,26 @@
|
||||
using Code.Configs;
|
||||
using Code.Gameplay.Character.Core;
|
||||
|
||||
namespace Code.Gameplay.Player
|
||||
{
|
||||
public class PlayerProvider : IPlayerProvider
|
||||
{
|
||||
public CharacterProvider Character { get; private set; }
|
||||
|
||||
public PlayerHealth Health { get; private set; }
|
||||
|
||||
public bool IsSpawned => Character != null;
|
||||
|
||||
internal void SetPlayer(CharacterProvider character, PlayerConfig config)
|
||||
{
|
||||
Character = character;
|
||||
Health = new PlayerHealth(config.maxHealth);
|
||||
}
|
||||
|
||||
internal void ClearPlayer()
|
||||
{
|
||||
Character = null;
|
||||
Health = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0dbe29c5f0e9431db8c8da25eeb8fa95
|
||||
timeCreated: 1763237388
|
||||
@@ -0,0 +1,24 @@
|
||||
namespace Code.Gameplay.Player
|
||||
{
|
||||
public class PlayerScore : IPlayerScore
|
||||
{
|
||||
public delegate void OnScoreGetDelegate(int count, int score);
|
||||
|
||||
public event OnScoreGetDelegate OnScoreGet;
|
||||
|
||||
public delegate void OnScoreLooseDelegate(int count, int score);
|
||||
|
||||
public event OnScoreLooseDelegate OnScoreLoose;
|
||||
|
||||
private int _score;
|
||||
public int Score => _score;
|
||||
|
||||
public void UpdateScore(int amount)
|
||||
{
|
||||
_score += amount;
|
||||
|
||||
if (amount > 0) OnScoreGet?.Invoke(amount, _score);
|
||||
else OnScoreLoose?.Invoke(amount, _score);
|
||||
}
|
||||
}
|
||||
}
|
||||
File renamed without changes.
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b32d6ce440f44fd3abadaa489a44890c
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timeCreated: 1762797763
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||||
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